Adventure International

3-D Tic-Tac-Toe (Adventure International)

3-D Tic-Tac-Toe (Adventure International)

Atari 800 - Released - 1981

Traditional Tic-Tac-Toe rules with a 4x4 board in 4 layers.

Adventure 1-2-3

Adventure 1-2-3

Atari 800 - Released - 1981

Compilation release of Adventureland, Pirate Adventure, and Mission Impossible. The games are controlled through the use of written commands. These can consist of a single word, such as those used for player character movement, including north, south, east, west, up, and down. They can also take the form of simple, two-word verb/noun phrases, such as "climb tree". Although the game can recognize about 120 words, the parser only takes the first three letters into account. This means not only that the parser occasionally misidentifies words, but also that commands can be truncated: "lig lam" would be interpreted as "light lamp."

Adventure 4-5-6

Atari 800 - Released - 1981

Compilation of Voodoo Castle, The Count, and Strange Odyssey. The games are text adventures, controlled through the use of written commands. These can consist of a single word, such as those used for player character movement, including north, south, east, west, up, and down. They can also take the form of simple, two-word verb/noun phrases, such as "climb tree". Although the game can recognize about 120 words, the parser only takes the first three letters into account. This means not only that the parser occasionally misidentifies words, but also that commands can be truncated: "lig lam" would be interpreted as "light lamp."

Adventure Series: Text Adventures 1-12

Adventure Series: Text Adventures 1-12

Commodore 64 - Released - 1981

This value pack collects the twelve Scott Adams Classic Adventures in their all-text format with the original IBM PC interpreter. The following games comprise the package: Adventureland Ghost Town Golden Voyage Mystery Fun House Pirate Adventure Pyramid of Doom Savage Island Part One Savage Island Part Two Secret Mission (aka Mission Impossible) Strange Odyssey The Count Voodoo Castle

Adventure Value Pack 10-11-12

Adventure Value Pack 10-11-12

Atari 800 - Released - 1981

This is a compilation of the final three Scott Adams adventures. It contains: Savage Island Part One Savage Island Part Two Golden Voyage

Adventure Value Pack 7-8-9

Adventure Value Pack 7-8-9

Atari 800 - Released - 1981

This is a compilation of three Scott Adams adventures. It contains: Mystery Fun House Pyramid of Doom Ghost Town

Adventureland

Adventureland

Acorn Electron - Released - 1984

Adventureland is the first of Scott Adams' text adventures. Using simple two word commands you explore an enchanted world, solve puzzles and try to recover 13 lost treasures. The game's display is different from other adventure games like Zork: The Great Underground Empire in that the screen is divided into two "windows": the room description, exits, and items appear on the top part of the screen, and you enter commands on the bottom of the screen.

Adventureland

Adventureland

TRS-80 Color Computer - Released - 1983

Adventureland is the first of Scott Adams' text adventures. Using simple two word commands you explore an enchanted world, solve puzzles and try to recover 13 lost treasures. The game's display is different from other adventure games like Zork: The Great Underground Empire in that the screen is divided into two "windows": the room description, exits, and items appear on the top part of the screen, and you enter commands on the bottom of the screen. The TRS-80 Color Computer conversion was done by Roger Schrag.

Adventureland

Adventureland

Tandy TRS-80 - Released - December 1, 1978

Adventureland is the first of Scott Adams' text adventures. Using simple two word commands you explore an enchanted world, solve puzzles and try to recover 13 lost treasures. The game's display is different from other adventure games like Zork: The Great Underground Empire in that the screen is divided into two "windows": the room description, exits, and items appear on the top part of the screen, and you enter commands on the bottom of the screen.

Adventureland

Adventureland

Sinclair ZX Spectrum - Released - 1985

SAGA#1: Adventureland was an update of the text-only Adventureland. It had many additional features including: Hi-Res graphics, Text-to-Speech hardware support, upper- and lowercase support for display (but not for input). Gameplay was very similar to the original. You still used the same one or two word commands to move about and manipulate objects. The RETURN key toggled back and forth between graphics and text. The objective of the game is to collect all the treasures. There are all sorts of places to explore above and below ground. You have to outwit and escape many creatures during your quest including a dragon, a bear, and a hive of bees.

Adventureland

Adventureland

Commodore 64 - Released - 1982

Adventureland is the first of Scott Adams' text adventures. Using simple two word commands you explore an enchanted world, solve puzzles and try to recover 13 lost treasures. The game's display is different from other adventure games like Zork: The Great Underground Empire in that the screen is divided into two "windows": the room description, exits, and items appear on the top part of the screen, and you enter commands on the bottom of the screen.

Adventureland

Adventureland

Apple II - Released - January 1, 1980

You wander through an enchanged world trying to recover the 13 lost treasures. You'll encounter wild animals, magical beings, and many other perils and puzzles. Can you rescue the Blue Ox from the quicksand? Or find your way out of the maze of pits? Happy Adventuring....

Adventureland

Adventureland

Atari 800 - Released - 1981

Adventureland is the first text adventure game for microcomputers, released by Scott Adams in 1978. It was very successful and led Adams to form Adventure International, which went on to publish twelve similar games in different settings. The game involves the search for thirteen lost artifacts in a fantasy setting.

Adventureland

Adventureland

BBC Microcomputer System - Released - 1983

Adventureland is the first of Scott Adams' text adventures. Using simple two word commands you explore an enchanted world, solve puzzles and try to recover 13 lost treasures.

Airline

Airline

TRS-80 Color Computer - Released - 1983

Airline is a business strategy game for 1 - 4 players. Game play allows for 1 - 4 human or computer opponents. The winning goal is to maximize funds during a play session, with a pre-specified turns of turns. The game is played on board in a 6 x 6 grid, with each section representing a major US city. During each round, a player can either purchase an airport, a plane, or skip the turn. Different locations and planes are worth different profit margins. Once two or more airports are purchased, the player can station planes in different locations. Planes available in increasing cost are: Prop, Airbus, DC-10, 747, and Concord. The player will then gather fares from their connecting flights, allowing them to further expand their aviation network.

Airline

Airline

Tandy TRS-80 - Released - 1983

Airline is a business strategy game for 1 - 4 players. Game play allows for 1 - 4 human or computer opponents. The winning goal is to maximize funds during a play session, with a pre-specified turns of turns. The game is played on board in a 6 x 6 grid, with each section representing a major US city. During each round, a player can either purchase an airport, a plane, or skip the turn. Different locations and planes are worth different profit margins. Once two or more airports are purchased, the player can station planes in different locations. Planes available in increasing cost are: Prop, Airbus, DC-10, 747, and Concord. The player will then gather fares from their connecting flights, allowing them to further expand their aviation network.

Airline (Adventure International)

Airline (Adventure International)

Atari 800 - Released - 1982

Airline is a business strategy game for 1 - 4 players. Game play allows for 1 - 4 human or computer opponents. The winning goal is to maximize funds during a play session, with a pre-specified turns of turns. The game is played on board in a 6 x 6 grid, with each section representing a major US city. During each round, a player can either purchase an airport, a plane, or skip the turn. Different locations and planes are worth different profit margins. Once two or more airports are purchased, the player can station planes in different locations. Planes available in increasing cost are: Prop, Airbus, DC-10, 747, and Concord. The player will then gather fares from their connecting flights, allowing them to further expand their aviation network. The 1986 German game from Ariolasoft is essentially the same game, but an enhanced version released four years after this, although only in Germany.

Airline (Adventure International)

Airline (Adventure International)

Commodore 64 - Released - 1983

Enter the intriguing world of high finance where even the sturdiest of corporate empires can dissolve as quickly as they are built. Airline is a no holds barred strategy game where the object is to construct a sizable empire while competing against human and or computerized opponents. Players purchase landing rights from any one of 36 major U.S. cities, buy planes and then station them on routes that will maximize their revenue from fares. And unlike many strategy games, the outcome of Airline is solely determined by your playing skills.

Android Nim

Android Nim

Apple II - Released - 1980

Android Nim is a representation of the mathematical game Nim. Players take turns removing a desired quantity from a number of distinct heaps. The player to remove the last item wins, but a player can only remove items from a single heap per turn. In this version the heaps are represented by text-mode animated androids and removing items is done by selecting which lasers to fire. The player can only play against the computer. The Apple II version was published by Scott Adams' Adventure International.

Angle Worms / Crolon Diversion

Angle Worms / Crolon Diversion

Atari 800 - Released - 1980

Angle Worms is a two-player arcade game. Both players control a continuously moving and elongating worm. The two players compete on a screen with multiple obstacles to see who can grow the longest worm. If the player comes in contact with an obstacle or a piece of an elongating worm, they lose the match. The longer a player survives, the more points they get for winning that match. Each player gets a limited number of shots, which can be used to shorten a worm if they cut off their own tail. The games ends when one player reaches the predetermined score at the beginning of the match.

Arex

Arex

TRS-80 Color Computer - Released - 1983

In Arex, you play as a spaceship commander invading enemy territory. You goal is to cover as much ground of a grid as possible, while dispensing arrows behind you, and avoiding alien vessels. The player's ship can move in 4 cardinal directions. The player is unable to cross ground they have already covered, but the trail can be destroyed by alien creatures under specific circumstances. Enemies encountered, include: Snarfs, Snuffers, Diagons, and Rippers. Snuffers move at right angles up or down, and can only be destroyed if trapped in a single space. Diagons are bird-like creatures which will move inexorably at a 45 degree angle, and can be destroyed by trapping between two parallel trails. Snarfs are defenseless creatures which will mutate into Snuffers or Diagons after an unpredictable time period has passed. The Ripper will follow your Arex's trail while stationary, and will only relent if the player keeps moving. Trying to cross the Ripper's trail will lead to the ship's destruction. There are two play styles, dungeon and arena. Arena features a wide open field, where the goal is to maximize score by surviving as long as possible. Dungeon features a single screen with permanent walls which must be maneuvered around, while attempting to explore the entire environment. If the player explores 90% of the level, they will advance to the next stage. The player starts with 3 vessels, and if all are lost, then it's game over.

Arex

Arex

Tandy TRS-80 - Released - 1982

In Arex, you play as a spaceship commander invading enemy territory. You goal is to cover as much ground of a grid as possible, while dispensing arrows behind you, and avoiding alien vessels. The player's ship can move in 4 cardinal directions. The player is unable to cross ground they have already covered, but the trail can be destroyed by alien creatures under specific circumstances. Enemies encountered, include: Snarfs, Snuffers, Diagons, and Rippers. Snuffers move at right angles up or down, and can only be destroyed if trapped in a single space. Diagons are bird-like creatures which will move inexorably at a 45 degree angle, and can be destroyed by trapping between two parallel trails. Snarfs are defenseless creatures which will mutate into Snuffers or Diagons after an unpredictable time period has passed. The Ripper will follow your Arex's trail while stationary, and will only relent if the player keeps moving. Trying to cross the Ripper's trail will lead to the ship's destruction. There are two play styles, dungeon and arena. Arena features a wide open field, where the goal is to maximize score by surviving as long as possible. Dungeon features a single screen with permanent walls which must be maneuvered around, while attempting to explore the entire environment. If the player explores 90% of the level, they will advance to the next stage. The player starts with 3 vessels, and if all are lost, then it's game over.

Arex

Arex

Commodore 64 - Released - 1984

Enter and neutralize at least 90% of the enemy's territory while avoiding 3 distinct types of alien ships. A successful invasion earns advancement to subsequent and more difficult levels of play. Arex features phenomenal graphics, high score retention and multiple skill levels.

Arex

Arex

Atari 800 - Released - 1983

In Arex, you play as a spaceship commander invading enemy territory. You goal is to cover as much ground of a grid as possible, while dispensing arrows behind you, and avoiding alien vessels. The player's ship can move in 4 cardinal directions. The player is unable to cross ground they have already covered, but the trail can be destroyed by alien creatures under specific circumstances. Enemies encountered, include: Snarfs, Snuffers, Diagons, and Rippers. Snuffers move at right angles up or down, and can only be destroyed if trapped in a single space. Diagons are bird-like creatures which will move inexorably at a 45 degree angle, and can be destroyed by trapping between two parallel trails. Snarfs are defenseless creatures which will mutate into Snuffers or Diagons after an unpredictable time period has passed. The Ripper will follow your Arex's trail while stationary, and will only relent if the player keeps moving. Trying to cross the Ripper's trail will lead to the ship's destruction. There are two play styles, dungeon and arena. Arena features a wide open field, where the goal is to maximize score by surviving as long as possible. Dungeon features a single screen with permanent walls which must be maneuvered around, while attempting to explore the entire environment. If the player explores 90% of the level, they will advance to the next stage. The player starts with 3 vessels, and if all are lost, then it's game over.

Armored Patrol

Armored Patrol

Tandy TRS-80 - Released - 1981

Essentially the first home computer version of the Atari coin-op game Battlezone, Armored Patrol is a 3-D tank battle simulation. Your perspective is from inside your tank looking out at an alien landscape. Your mission is to find and destroy enemy tanks and robots before they destroy you. The terrain is filled with buildings, behind which both you and the enemy tanks can hide. Score points by hitting the enemy tank before it shoots you, and watch out for robots that can drain your tank of energy.

Asteroid

Asteroid

Apple II - Released - 1980

Asteroid is a variant of Atari's arcade game Asteroids which was renamed Planetoids shortly after its release due to the similarities. The gameplay is the same as in the arcade original with the player having control of a ship that has to destroy the surrounding asteroids. The ship can be rotated and is moved by using thrust to send it forward. There is also the possibility of entering hyperspace which sends the ship to a random location on the screen. In addition to the asteroids there are some enemy ships whose fire the player has to dodge. The Apple II version has four difficulty levels: easy, regular, hard and custom made. The regular mode have the features of the arcade game. In the easy mode all the asteroids' fragments become explosive while in the hard mode the asteroids are attracted to the ship. The custom mode allows the player to select a combination of options.

Balrog

Balrog

Apple II - Released - 1980

An extremely hard to find game. It is a fantasy adventure where you can create your own characters, choose from a wide inventory of weapons and armor, and use freeform input combined with making choices to explore a dungeon. Watch out for the Chromatic Dragon! This is a dungeon crawl game - equip your character, enter the dungeon, fight monsters and win treasure; traps abound as well. Many events are random. You can save your character (assuming he survives) to use in later episodes. Balrog was a 'sampler' of the Maces and Magic series, with only the later ones being full games.

Balrog

Balrog

Tandy TRS-80 - Released - 1980

This is the first chapter in the Maces & Magic series. You equip a character of your own creation and journey into a weird world of dank dungeons and fiery dragons. This fantasy adventure features one of the largest databases ever created for a microcomputer role-playing game. A real challenge!

Bug Off!

Bug Off!

Atari 800 - Released - 1982

In Bug Off!, your garden has fallen into a Florida sinkhole, and the insects within have mutated into beasts of destruction. Armed with only a sprayer can of DDT, you must defend yourself from these rampaging insects. The player controls a chemical sprayer, which can be moved on all four outer edges of the gameplay window. The sprayer will always point towards the center of the screen, where your garden resides. Insects will randomly stream out of the garden, and you must kill them by spraying them with DDT. Every 3 rounds, night will fall, and the army will drop you two new cans of DDT. There are a variety of insects encountered. Moths are harmless, but will try to form cocoons on the edge of the screen, blocking your spraying. Cocoons can be destroyed, but not if they're formed in the corners of the map. Bees attack in force, and prevent your spray from reaching more deadly bugs. There are also insects that will inhabit the corners of the screen, and will destroy the player if they come in contact. At night, butterflies appear, which reward the player bonus points for every corner that has remained free. When the player is hit, they will lose their current can of DDT from their sprayer, and a second can will be thrown to the center of the garden, destroying all bugs on the map. Although the player starts with 6 cans of DDT, they in reality have 3 lives. When all lives are lost, it's game over.

Capture and S-Y-M-O-N

Capture and S-Y-M-O-N

Tandy TRS-80 - 1980

Capture is a 2-player arcade game for the TRS-80. Two separate players control an individual moving block in a limited field. As the block moves, they leave a tail behind, thus making the movable area continuously smaller. A player loses the game if they strike another white line. The goal is to try to box in the opponent to make them strike a white line. At the end of each game, players are awarded a point if they win. The game was packaged with the memory game Symon.

C'est la Vie

C'est la Vie

Atari 800 - Released - 1983

Jacques needs to gather ten, twenty, and fifty dollar bills scattered around the streets of New York before time runs out. He must also be on the lookout for muggers and tax collectors that prowl the streets in search of victims. If one of them catches Jacques, they will pursue him relentlessly until he is caught. Once Jacques is caught, a tax collector will steal 50% of his earnings, and a mugger will steal all of it. Crashing into walls will cause Jacques to end up in a hospital for treatment and also cause him to get slapped with a $200 bill. After he makes enough money, he can deposit his cash safely into the bank. Alternatively, Jacques can buy or sell shares at Wall Street, but how much stock he gets depends on the current state of the stock market. If Jacques runs out of money, he can get a loan of up to $10,000, and he is given two months to pay back the loan. If Jacques fails to pay back the loan within two months, then the loan shark Ed will send one of his goons to seek Jacques out and relieve him of his cash, as well as put him in a hospital. The idea is for Jacques to get as rich as he can.

C'est La Vie

C'est La Vie

Apple II - Released - 1983

Jacques needs to gather ten, twenty, and fifty dollar bills scattered around the streets of New York before time runs out. He must also be on the lookout for muggers and tax collectors that prowl the streets in search of victims. If one of them catches Jacques, they will pursue him relentlessly until he is caught. Once Jacques is caught, a tax collector will steal 50% of his earnings, and a mugger will steal all of it. Crashing into walls will cause Jacques to end up in a hospital for treatment and also cause him to get slapped with a $200 bill. After he makes enough money, he can deposit his cash safely into the bank. Alternatively, Jacques can buy or sell shares at Wall Street, but how much stock he gets depends on the current state of the stock market. If Jacques runs out of money, he can get a loan of up to $10,000, and he is given two months to pay back the loan. If Jacques fails to pay back the loan within two months, then the loan shark Ed will send one of his goons to seek Jacques out and relieve him of his cash, as well as put him in a hospital. The idea is for Jacques to get as rich as he can.

C'est La Vie

C'est La Vie

Commodore 64 - Released - 1984

Jacques needs to gather ten, twenty, and fifty dollar bills scattered around the streets of New York before time runs out. He must also be on the lookout for muggers and tax collectors that prowl the streets in search of victims. If one of them catches Jacques, they will pursue him relentlessly until he is caught. Once Jacques is caught, a tax collector will steal 50% of his earnings, and a mugger will steal all of it. Crashing into walls will cause Jacques to end up in a hospital for treatment and also cause him to get slapped with a $200 bill. After he makes enough money, he can deposit his cash safely into the bank. Alternatively, Jacques can buy or sell shares at Wall Street, but how much stock he gets depends on the current state of the stock market. If Jacques runs out of money, he can get a loan of up to $10,000, and he is given two months to pay back the loan. If Jacques fails to pay back the loan within two months, then the loan shark Ed will send one of his goons to seek Jacques out and relieve him of his cash, as well as put him in a hospital. The idea is for Jacques to get as rich as he can.

Classic Adventure

Classic Adventure

Apple II - Released - 1981

Classic Adventure is the first game in the Other Venture series, by Adventure International. Written by John Rausch, it uses a different data file format than the Scott Adams adventure engine used by the main adventure series. This text adventure is an adaptation of the original Colossal Cave Adventure by Crowther and Woods, claiming to fit the entire experience in 48K using a single tape load.

Commbat

Commbat

Atari 800 - Released - 1981

Commbat is a two-player combat strategy game that is played via two separate systems connected by modem. War has been declared between two nations regarding the mining rights of the third planet of the Deneb star system. In accordance with Galactic Law, this issue shall be settled in single combat between the supreme champions of the governments in dispute. Combat will occur within a designated space unbeknownst to both parties prior to the battle commencing. Both sides will be given equal resources and troops, and battle will continue until one side concedes or is destroyed. A limited number of tanks, aircraft, ammunition, and nuclear missiles are available for each side, so resources must be carefully guarded. The battle map consists of 6 separate screens, and vehicles can move in 8 individual directions. Graphic display is entirely text-based, and units and bases are represented by individual letters on the map. Players load a limited number of mines, rockets, lasers, and shells onto their eight remote controlled tanks. These tanks are then deployed into the field. If they are damaged, they can return to the home base for repairs. The ultimate goal is to destroy the enemy's base.

Commbat

Commbat

Tandy TRS-80 - Released - 1981

Commbat is a two-player combat strategy game that is played via two separate systems connected by modem. War has been declared between two nations regarding the mining rights of the third planet of the Deneb star system. In accordance with Galactic Law, this issue shall be settled in single combat between the supreme champions of the governments in dispute. Combat will occur within a designated space unbeknownst to both parties prior to the battle commencing. Both sides will be given equal resources and troops, and battle will continue until one side concedes or is destroyed. A limited number of tanks, aircraft, ammunition, and nuclear missiles are available for each side, so resources must be carefully guarded. The battle map consists of 6 separate screens, and vehicles can move in 8 individual directions. Graphic display is entirely text-based, and units and bases are represented by individual letters on the map. Players load a limited number of mines, rockets, lasers, and shells onto their eight remote controlled tanks. These tanks are then deployed into the field. If they are damaged, they can return to the home base for repairs. The ultimate goal is to destroy the enemy's base.

Conquest of Chesterwoode

Conquest of Chesterwoode

Tandy TRS-80 - Released - 1981

Conquest of Chesterwoode is a turn-based wargame from Adventure International for 2-4 players. Your ancestors journeyed into the dark Forest of Chesterwoode, facing dreadful basilisks, worgs, a wurm, and more. Eventually civilization was established, and the land divided into 63 provinces, in a convenient hex-shaped grid. Then crops failed, there were food riots, and robbers appeared. Tyrants built fortresses to protect themselves from one another. Now centuries later, as the descendants of those ancients, you want to unite the provinces. To do so however, you must fight, until only one leader remains. Only then will the serfs be freed from their servitude and peace and prosperity come again. Gameplay is similar to typical board wargames with hex squares, but being on the computer, the rules can be far more complex and realistic than in a board game. At least 2 human players are required.

Death Planet: The Dog Star Adventure

Death Planet: The Dog Star Adventure

Tandy TRS-80 - 1979

Lance Micklus, who has authored some of the finest programs available today, has chaneled his energies into the making of his first adventure. Now comes DEATH PLANET: THE DOG STAR ADVENTURE - an exhilarating dip into a peril-filled universe! The evil General Doom and his Roche Soldiers are preparing to launch an attack against the forces of freedom lead by the beautiful Princess Leya. The Princess has been captured by Doom - and it's up to you to pull off a daring rescue and save her and the royal treasury!

Deflection + Simon Says

Deflection + Simon Says

Atari 800 - Released - 1980

Compilation of two games written by Jeff Jesse.

Destiny: The Cruiser

Atari 800 - Unreleased

An unreleased Adventure International game created by Sparky Starts. It is a trading strategy game and was created in 1983.

Double Feature: Spook House and Toxic Dumpsite

Double Feature: Spook House and Toxic Dumpsite

Tandy TRS-80 - 1981

SPOOK HOUSE Horrors! A deranged madman has locked your unconscious form inside of a deserted creep house at a crazy carnival. You awake to some sobering facts: a bomb is set to explode and only 30 real-time minutes stand between you and eternity. Somewhere, somehow you must locate and defuse the explosive - but we'd be less than honest if we thought you had more than a g host of a chance! Brrrr - a real cliffhanger! TOXIC DUMPSITE Something's gone very, very wrong at the Toxic Dumpsite where the treatment and burial of deadly contaminants take place. The entire plant will explode like the Fourth of July in less than 30 minutes - unless you can avoid the many traps and protection systems and shut the plant down in time. Of course, time is the one luxury you haven't got . . . . !

Dragons of Hong Kong

Dragons of Hong Kong

Tandy TRS-80 - Released - 1981

Number 5 in the "Interactive Fiction" series produced by Adventure International.

Earthquake San Francisco 1906

Earthquake San Francisco 1906

Atari 800 - Released - 1982

Earthquake San Francisco 1906 is the fourth game in the Other Venture series, again by Jyym Pearson. This text adventure takes you back to April 19, 1906, San Francisco. One of the most violent earthquakes in recent history hit early that morning. Researched and historically accurate - the city is aflame, and you must escape and survive.

Earthquake San Francisco 1906

Earthquake San Francisco 1906

Tandy TRS-80 - Released - 1981

--- CAN YOU SURVIVE!?! --- On April 19, 1906 at 5:18 a.m., one of the most violent earthquakes of modern times decimated metropolitan San Francisco. Now, Jyym Pearson (author of ESCAPE FROM TRAAM and THE CURSE OF CROWLEY MANOR) has crafted his finest Other Venture to date: EARTHQUAKE - San Francisco 1906! Painstakingly researched with close attention to detail and historical accuracy, EARTHQUAKE puts you into a topsy-turvy scenario: The city's remains are awash with flame; buildings burn and crumble, and death's dark sentry stand watch over all. It is through this madness that you must plunge. Your chances of survival are directly related to your ability to reason logically. Hopefully, you will escape from fallen San Francisco with your life. EARTHQUAKE features a new powerful database and is certain to provide you with many hours of thrilling action & challenging puzzles!

Earthquake San Francisco 1906

Earthquake San Francisco 1906

Apple II - Released - August 8, 1981

Earthquake San Francisco 1906 is the fourth game in the Other Venture series, again by Jyym Pearson. This text adventure takes you back to April 19, 1906, San Francisco. One of the most violent earthquakes in recent history hit early that morning. Researched and historically accurate - the city is aflame, and you must escape and survive. The Apple II conversion was developed by Norman Sailer.

Eliminator

Eliminator

Atari 800 - Released - 1982

A home computer version of the Williams Electronics' coin-op game Defender. Your goal is to pilot your fast moving spaceship over the ground and destroy waves of alien marauders. Additionally in the TRS-80 version you must prevent the alien hoards from recovering your energizers from the surface.

Eliminator

Eliminator

Tandy TRS-80 - Released - 1981

A home computer version of the Williams Electronics' coin-op game Defender. Your goal is to pilot your fast moving spaceship over the ground and destroy waves of alien marauders. Additionally in the TRS-80 version you must prevent the alien hoards from recovering your energizers from the surface.

Eliminator (Adventure International)

Eliminator (Adventure International)

Commodore 64 - Released - 1984

A home computer version of the Williams Electronics' coin-op game Defender. Your goal is to pilot your fast moving spaceship over the ground and destroy waves of alien marauders. Additionally in the TRS-80 version you must prevent the alien hoards from recovering your energizers from the surface.

Elsoliado

Elsoliado

Commodore 64 - Released - 1983

An interstellar quest for an uncharted world. Since Elsoliado cannot be found by pure chance, information concerning its whereabouts must be purchased from deep-space Starbases - Information which frequently sports and exorbitant price tag. This real-time strategy-action game will grip you while you search the heavens for the legend of Elsoliado.

Escape from Traam

Escape from Traam

Apple II - Released - 1981

Your small space cruiser is in trouble - and even though you survived the initial crash on a bizarre distant world, you may soon wish that you hadn't! The alien environment of Traam is replete with incredible wonders and sights which no human eyes have ever beheld. You must escape this dangerous world; but be forewarned that if your decisions are not tempered with intelligence and caution, you may not see home again!

Escape from Traam

Escape from Traam

Tandy TRS-80 - Released - 1981

Escape from Traam is the third game in the Other Venture series, by Jyym Pearson. It uses an adapted version of the Scott Adams adventure engine used by the main adventure series. In this one, your space cruiser has crash landed on a bizarre distant world, Traam. This dangerous world is replete with wonders human eyes have never beheld. Your goal - to escape home, alive.

Escape from Traam

Escape from Traam

Atari 800 - Released - 1981

Escape from Traam is the third game in the Other Venture series, by Jyym Pearson. It uses an adapted version of the Scott Adams adventure engine used by the main adventure series. In this one, your space cruiser has crash landed on a bizarre distant world, Traam. This dangerous world is replete with wonders human eyes have never beheld. Your goal - to escape home, alive.

Galactic Empire

Galactic Empire

Atari 800 - Released - 1981

Galactic Empire is the first game in what was to become the Galactic Saga. It is an early example of the space empire game, later to be refined into the 4X genre. The player takes the role of the commander of the flagship of the planet Galactica. The mission is nothing less than universal conquest: the entirety of the Central Galactic System (consisting of 20 planets laid out in a three-dimensional map) will have to be conquered and held within a time limit of 1000 years. Each planet has different ratings in technological sophistication and population size. Technological sophistication determines the amount of resistance in establishing air supremacy over a planet, while larger population size increases the difficulty of securing the ground with infantry. Combat takes place automatically, but can be aborted at any time with a retreat order. Once conquered, a planet can be used to build ships, draft troops or collect taxes. Only technologically advanced worlds allow for ship construction, while population size directly influences the amount of troops raised and money raised. Population increases with time, and after a planet has been part of the player's empire for 10 years, the limit of troops to be raised increases from one to two per cent. Three types of ships can be constructed: fighters are employed in the attack to establish air supremacy, transports are used to ferry troops to the ground, and scouts are sent to establish intel about systems not yet visited by the main fleet. Unlike in most science fiction set on an interstellar scale, there is no faster-than-light travel or communication in Galactic Empire. Other ships cannot be contacted when not in the same star system as the flagship, and are lost if they do not rendezvous with the main fleet within 5 years of reaching a system. So scout missions and deployment orders for newly constructed ships must be carefully planned in advance, taking into account sub-light traveling times. Should the waiting time for a certain ship to return (or be built) be too long, the commander can be put into suspended animation. Otherwise, the game runs in real time - one year passes in about 4 minutes. The game interface consists of a command console. It displays a view of the current locale, a calendar, an overview of the fleet's resources, and information about the current situation from Computer Central. A galactic map can be accessed for orientation, while orders are carried out through subordinates: Lt. Starbuck is responsible for scouting missions, Lt. Bayliss for handling planetary production, drafting and taxation, navigator Kirman for setting the fleet in motion towards another system, and Dr. Henderson for putting the commander to cryogenic sleep.

Galactic Empire

Galactic Empire

Tandy TRS-80 - Released - 1979

Galactic Empire is the first game in what was to become the Galactic Saga. It is an early example of the space empire game, later to be refined into the 4X genre. The player takes the role of the commander of the flagship of the planet Galactica. The mission is nothing less than universal conquest: the entirety of the Central Galactic System (consisting of 20 planets laid out in a three-dimensional map) will have to be conquered and held within a time limit of 1000 years. Each planet has different ratings in technological sophistication and population size. Technological sophistication determines the amount of resistance in establishing air supremacy over a planet, while larger population size increases the difficulty of securing the ground with infantry. Combat takes place automatically, but can be aborted at any time with a retreat order. Once conquered, a planet can be used to build ships, draft troops or collect taxes. Only technologically advanced worlds allow for ship construction, while population size directly influences the amount of troops raised and money raised. Population increases with time, and after a planet has been part of the player's empire for 10 years, the limit of troops to be raised increases from one to two per cent. Three types of ships can be constructed: fighters are employed in the attack to establish air supremacy, transports are used to ferry troops to the ground, and scouts are sent to establish intel about systems not yet visited by the main fleet. Unlike in most science fiction set on an interstellar scale, there is no faster-than-light travel or communication in Galactic Empire. Other ships cannot be contacted when not in the same star system as the flagship, and are lost if they do not rendezvous with the main fleet within 5 years of reaching a system. So scout missions and deployment orders for newly constructed ships must be carefully planned in advance, taking into account sub-light traveling times. Should the waiting time for a certain ship to return (or be built) be too long, the commander can be put into suspended animation. Otherwise, the game runs in real time - one year passes in about 4 minutes. The game interface consists of a command console. It displays a view of the current locale, a calendar, an overview of the fleet's resources, and information about the current situation from Computer Central. A galactic map can be accessed for orientation, while orders are carried out through subordinates: Lt. Starbuck is responsible for scouting missions, Lt. Bayliss for handling planetary production, drafting and taxation, navigator Kirman for setting the fleet in motion towards another system, and Dr. Henderson for putting the commander to cryogenic sleep.

Galactic Revolution

Galactic Revolution

Tandy TRS-80 - Released - 1980

Galactic Revolution is the sequel to Galactic Empire and Galactic Trader and the third game in the Galactic Saga. The Central Galactic System is united under the rule of the emperor Tawala Mundo, but there's trouble brewing. Tawala's violent temper has cost many of his subjects their life. The military's support for the empire dwindles due to the popularity of the former fleet commander (and protagonist of the previous games), Julian du Buque. A growing bureaucracy makes times hard for trade and sees the rise of Jan Swart, leader of the Broederbund, a secret guild of traders. These three men now compete for influence and power in the galaxy, for a revolution is at hand. Galactic Revolution is a strategy game of political maneuvering and can be played by up to three players. A single player always plays du Buque; in two-player games the second player plays Tawala. Any remaining factions are controlled by the computer. The goal of the game is to control all 18 planets in the empire. Control over a planet is won through support of five power groups: manufacturers, military, peasants, traders, and bureaucrats. On each planet, a player's goal should be to increase the relative influence of those groups favorable to them while at the same time decreasing the influence of those favorable to the other factions. After a player travels to the planet in question, this is done through so-called "administrative action". For example, instituting a general draft increases the influence of the military but decreases the influence of the peasants and traders, since they get drafted. Other options are land reforms, lowering or increasing trade tariffs or taxes, reducing bureaucracy, and more. Besides the immediate effect on the power distribution on the planet, these actions also influence the galaxy-wide standings of the player to each faction. A planet falls to a player when a certain threshold of support is crossed, figuring in both local and galaxy-wide sympathies. At the end of each turn, planets under a player's control can be utilized to collect taxes, build ships and weapons and draft troops. These are necessary to build up one's legions: one legion requires one unit of arms, one ship and 10 troops. Taking administrative action is only possible on independent worlds or worlds not controlled by another player. While it is possible to take control by political maneuvering, there is also the military option. Winning the battle for a planet not only allows the victor to take local administrative action (temporarily), but also increases support from all power groups in the galaxy. On the other hand, losing a battle decreases support across the board. A planet's defender may choose to order a tactical retreat, in which case a loss has no influence on the power groups. Another option involving the military (which is not available in the single-player game) is the blockade. A blockaded planet cannot be used by its owner for collecting taxes, drafting or construction. The blockade must be broken by sending the same number of legions used to establish it, but troops used to make or break a blockade are always lost. Another political option is the alliance (not available in the single-player game). Allied players share their resource pool of ships, troops and arms, allowing for the forming of larger numbers of legions in the case of an uneven distribution of resources. Each faction begins the game with different starting conditions, requiring different strategies for play. Du Buque, for example, controls only one planet at the beginning, has strong support with the military and medium support with the traders, and has a large number of troops, but only relatively few ships, at his disposal. Tawala controls the most planets, has strong support of the bureaucrats but lousy support of the traders, very little money, lots of arms, but only a handful of ships. Swart has the most money and ships, but the fewest troops, and his support among both the peasants and the bureaucrats is low.

Galactic Trader

Galactic Trader

Tandy TRS-80 - Released - 1979

Galactic Trader is the sequel to Galactic Empire and the second game in the Galactic Saga. The planet Galactica's forces have conquered the Central Galactic System, but with the new empire now established and at peace, the fleet commander responsible for the campaign finds himself without a job. Left with only a small personal ship, some fuel and a few credits, a career change from conqueror to trader is in order. The goal in the game is to amass the number of one billion credits within 1000 years. Profits are made by transferring cargo from one planet to another - the farther away a commodity is sold from its source, the more profit is to be made. Keeping with the absence of faster-than-light travel or communication established in Galactic Empire, it is impossible to know what a commodity goes for on a certain planet unless it is visited. While the ship computer keeps track of prices, these might be out of date when a planet is revisited. The prices follow a dynamic economic model of supply and demand. Finding a good trade route might invite to reusing it again and again, but there's a catch: if a big consortium gets wind of a profitable route, they can lay an exclusive claim to it, shutting it off from further use by the player. Flying around from planet to planet isn't free: an eye must always be kept on fuel consumption, which depends on distance traveled and the mass of the carried cargo. To avoid being lost in space when it runs out, fuel must be bought from the fuel cartel. They accept credits, but when cash flow is low, cargo can be traded in for fuel as well, but usually at less attractive rates. Bartering is also necessary on most planets, since only on Galactica cargo can be converted to credits. The game goal thus necessitates visits to Galactica from time to time, but this harbors another risk: the new emperor, jealous of the former fleet commander's popularity, might attempt to assassinate him. Each visit to Galactica increases the chance of an untimely death. The game interface is for the most part unchanged from Galactic Empire, but adapted to the new gameplay. The ship's console displays an image of the current locale, the current stardate, and statistics about cargo, cash and fuel. The ship's computer can be accessed to display the galactic map, give information about trading rates at planets already visited and calculate the fuel needed to reach the next destination.

Galactic Trader

Galactic Trader

Atari 800 - Released - 1981

Galactic Trader is the sequel to Galactic Empire and the second game in the Galactic Saga. The planet Galactica's forces have conquered the Central Galactic System, but with the new empire now established and at peace, the fleet commander responsible for the campaign finds himself without a job. Left with only a small personal ship, some fuel and a few credits, a career change from conqueror to trader is in order. Profits are made by transferring cargo from one planet to another - the farther away a commodity is sold from its source, the more profit is to be made. Keeping with the absence of faster-than-light travel or communication established in Galactic Empire, it is impossible to know what a commodity goes for on a certain planet unless it is visited. While the ship computer keeps track of prices, these might be out of date when a planet is revisited. The prices follow a dynamic economic model of supply and demand. Bartering is also necessary on most planets, since only on Galactica cargo can be converted to credits. The game goal thus necessitates visits to Galactica from time to time, but this harbors another risk: the new emperor, jealous of the former fleet commander's popularity, might attempt to assassinate him. Each visit to Galactica increases the chance of an untimely death.

Ghost Town

Ghost Town

Tandy TRS-80 - Released - 1979

GHOST TOWN Explore a deserted western mining town in search of 13 treasures. From rattlesnakes to runaway horses, this ADVENTURE's got them all! Just remember, Pardner, they don't call them Ghost Towns for nothin'. (Also includes new bonus scoring system!

Ghost Town

Ghost Town

Atari 800 - Released - 1981

The player searches a Western ghost town for treasure. In addition to the points a player receives when treasures are deposited, bonus points are awarded for doing certain deeds which may or may not be connected to finding treasure.

Ghost Town

Ghost Town

Apple II - Released - August 15, 1980

The old frontier town is long since deserted, but thirteen treasures can still be retrieved from the deceptive stillness of its closed mine and Boot Hill. Uncover secret passages and navigate a certain supernatural undercurrent using your VERB NOUN text parser as best you can while riding a bucking bronco, cracking a safe and learning the ropes from the spirit of a long-dead shaman.

Ghost Town

Ghost Town

Acorn Electron - Released - December 1, 1983

You must explore a once-thriving mining town in search of the thirteen hidden treasures. With everything from rattlesnakes to run-away horses, it sure ain't gonna be easy! And - they don't call them ghost towns for nothing, pardner! Includes a special bonus scoring system too!

Ghost Town

Ghost Town

MS-DOS - Released - 1981

The old frontier town is long since deserted, but thirteen treasures can still be retrieved from the deceptive stillness of its closed mine and Boot Hill. Uncover secret passages and navigate a certain supernatural undercurrent using your VERB NOUN text parser as best you can while riding a bucking bronco, cracking a safe and learning the ropes from the spirit of a long-dead shaman.

Ghost Town

Ghost Town

BBC Microcomputer System - Released - 1984

Number 9 in the Scott Adams adventure game series. The old frontier town is long since deserted, but thirteen treasures can still be retrieved from its closed mine and Boot Hill. Uncover secret passages and navigate a certain supernatural undercurrent while riding a bucking bronco, cracking a safe and learning the ropes from the spirit of a long-dead shaman.

Ghost Town (Adventure International)

Ghost Town (Adventure International)

Commodore 64 - Released - 1983

The old frontier town is long since deserted, but thirteen treasures can still be retrieved from the deceptive stillness of its closed mine and Boot Hill. Uncover secret passages and navigate a certain supernatural undercurrent using your VERB NOUN text parser as best you can while riding a bucking bronco, cracking a safe and learning the ropes from the spirit of a long-dead shaman.

Golden Voyage

Golden Voyage

BBC Microcomputer System - Released - 1984

Number 12 in the Scott Adams adventure game series. The king is ill, and only you can save him. You must retrieve a magic elixir from a far away land, before it is too late. You take to the seas and journey through magic lands with temples, magic fountains, and more.

Golden Voyage

Golden Voyage

MS-DOS - Released - 1981

The 12th and final adventure in the main Scott Adams series, and most likely the one with the fewest packaging variations as well! The king is ill, and only YOU can save him. You must retrieve a magic elixir from a far away land, before it is too late. In this game, you take to the seas and journey through magic lands with temples, magic fountains, and more. Although this is the last of the main series, it still uses the same basic 2-word parser.

Golden Voyage

Golden Voyage

Atari 800 - Released - 1981

The king lies near death in the royal palace - you have only three days to bring back the elixir needed to rejuvinate him. Journey through the lands of magic fountains, sacred temples, stormy seas and gold, gold, GOLD! Can you find the elixir in time?

Golden Voyage

Golden Voyage

Apple II - Released - 1981

The king lies near death in the royal palace - you have only three days to bring back the elixer needed to rejuvenate him. Journey through the lands of magic fountains, sacred temples, stormy seas, and gold, gold, GOLD! Can you find the elixer in time?

Golden Voyage

Golden Voyage

Tandy TRS-80 - Released - 1981

The king lies near death in the royal palace - you have only three days to bring back the elixer needed to rejuvenate him. Journey through the lands of magic fountains, sacred temples, stormy seas, and gold, gold, GOLD! Can you find the elixir in time?

Gremlins: The Adventure

Gremlins: The Adventure

Amstrad CPC - Released - 1985

Based on the movie of the same name, Gremlins: The Adventure is an interactive fiction game by Brian Howarth, author of the Mysterious Adventures series. Players take the role of Billy, who has already been tricked into feeding Gizmo after midnight, and now Kingston Falls is in danger of being overrun with Gremlins. With Gizmo's help, Billy must save the town before it is too late. There are some animated graphics in this one. The game has less than 50 locations, though time is a factor - the gremlins home in on Billy with every move he makes, so there is no chance to dawdle. The design means that deaths are more frequent than in most adventures. It uses the same parser as the other Adventure International games of this era.

His Majesty's Ship Impetuous

His Majesty's Ship Impetuous

Tandy TRS-80 - Released - 1980

His Majesty's Ship Impetuous is number four in the "Interactive Fiction" series. This game puts the player in the captain's chair of a ship of the British naval fleet circa the Napoleonic wars, strongly evoking the period immortalized in C. S. Forester's Horatio Hornblower novels. The player is presented with nautical, battle and regimental situations demanding executive decisions and then the player makes those decisions by typing them in and hoping that the rudimentary Eliza-like text analyser understood their intention.

His Majesty's Ship Impetuous

His Majesty's Ship Impetuous

Apple II - Released - 1980

This game puts the player in the captain's chair of a ship of the British naval fleet circa the Napoleonic wars, strongly evoking the period immortalized in C. S. Forester's Horatio Hornblower novels. The player is presented with nautical, battle and regimental situations demanding executive decisions and then the player makes those decisions by typing them in and hoping that the rudimentary Eliza-like text analyser understood their intention.

Interactive Fiction's Dragons of Hong Kong

Interactive Fiction's Dragons of Hong Kong

Apple II - Released - April 21, 1981

Dragons of Hong Kong is an early chose your own adventure style interactive fiction. The game is black & white, and text based. At various plot points, the player is presented with several branching options for game play, with many incorrect choices leading to a player's death. The game uses a input format that encourages the character to respond in context, and attempts to pick out key elements to determine the player's true intent. You have been contacted by Nobel prize winning economist Dr. Goodman to meet him at a rundown bar. There, he explains to you that the true cause of inflation is a secret religion called the Gregarines led by Akbar D'Eville. Based out of Hong Kong, they have been using their financial backing to cause inflation throughout the world, thus making all currencies worthless. With that, they will establish their own currency the Liroon as preeminent throughout the world, and seize power. Shortly after sharing this information with you, Dr. Goodman is murdered with a jade dagger to his chest. Framed for this crime, you must travel to Hong Kong, prove your innocence, and defeat the Gregarines; nefarious plot. [ed

Kid Venture

Kid Venture

Apple II - Released - April 28, 1981

Adventure International tried to corner the youngster market with their Kid Venture series, aimed at children 4-10 years old. Get them hooked on adventures while they are young, and they will be customers for life! The games feature sound effects and graphics and are based on children's fairy tales. In this one, you must lead Little Red through the forest, and answer questions regarding what she should do as the story progresses. Usually simple keypresses are all that is required making it easy for even non-readers to play.

Labyrinth of Crete

Labyrinth of Crete

Commodore 64 - Released - 1983

Labyrinth of Crete is a graphical puzzle game based on Greek mythology. Uniquely for the time of the game's release, you control two separate characters. Jason and Hercules are on their quest to recover the Golden Fleece from the heart of the terrible Labyrinth, converging three unrelated myths into one. The maze is split into three sections, each of which is vaguely mapped out on the back cover. Your success is by no means certain - tricks, traps and monsters abound. The game features hi-res graphics for some locations but is otherwise a text adventure.

Labyrinth of Crete

Labyrinth of Crete

Atari 800 - Released - 1983

Labyrinth of Crete is a graphical puzzle game based on Greek mythology. Uniquely for the time of the game's release, you control two separate characters. Jason and Hercules are on their quest to recover the Golden Fleece from the heart of the terrible Labyrinth, converging three unrelated myths into one. The maze is split into three sections, each of which is vaguely mapped out on the back cover. Your success is by no means certain - tricks, traps and monsters abound. The game features hi-res graphics for some locations but is otherwise a text adventure.

Labyrinth of Crete

Labyrinth of Crete

Apple II - Released - 1981

Labyrinth of Crete is a graphical puzzle game based on Greek mythology. Uniquely for the time of the game's release, you control two separate characters. Jason and Hercules are on their quest to recover the Golden Fleece from the heart of the terrible Labyrinth, converging three unrelated myths into one. The maze is split into three sections, each of which is vaguely mapped out on the back cover. Your success is by no means certain - tricks, traps and monsters abound. The game features hi-res graphics for some locations but is otherwise a text adventure.

Laser Ball

Laser Ball

Tandy TRS-80 - Released - 1982

Laser Ball is similar to Pac-Man but has two major differences from the Namco game. For starters, the maze is empty when the game starts and instead of eating all the dots the objective is to drop dots so that the whole maze is completely covered by them. The other big difference is how the power pills (here called stimulators) work. Like in Pac-Man they allow the player (the laser ball) to go after the enemies (which are called destructoids) but instead of eating them it shoots lasers at them. Lasers are only available for a short while but there is no limit on how many shots can be made within that time. If the laser ball is touched by a destructoid during this time, the destructoid will piggyback on the ball and destroy it when the charge ends. To shake it off, the player has to turn a three- or four way intersection at a 90 degree angle.

Local Call for Death

Local Call for Death

Tandy TRS-80 - Released - 1980

Number two in the "Interactive Fiction" series.

Lunar Lander

Lunar Lander

Atari 800 - Released - 1981

Lunar Lander is one of many variants on a moon landing theme. The player controls a small lunar modules, whose goal is to land on one of the few safe flat plains on the moon's surface. The player has limited fuel, and receives points for each successful landing they make. The player controls vertical and horizontal thrust, with gravity continuously pulling the vessel downward. The player is awarded points based upon the difficulty of each landing site. If the player makes contact with the ground too fast or on uneven terrain, their lander is lost.

Lunar Lander

Lunar Lander

Tandy TRS-80 - Released - 1981

Lunar Lander is one of many variants on a moon landing theme. The player controls a small lunar modules, whose goal is to land on one of the few safe flat plains on the moon's surface. The player has limited fuel, and receives points for each successful landing they make. The player controls vertical and horizontal thrust, with gravity continuously pulling the vessel downward. The player is awarded points based upon the difficulty of each landing site. If the player makes contact with the ground too fast or on uneven terrain, their lander is lost. In the TRS-80 version, the screen zooms in as the player closely approaches the ground. The player starts with 5000 fuel, and must make as many landings that they can with this. In the Atari version, the screen is fixed, and the player has a total of 5 landing attempts to maximize score.

Maxi Golf

Maxi Golf

Atari 800 - Released - 1984

Maxi Golf is a simple 1-4 player golf game. Utilizing a birds-eye view of the golf course, the player chooses their club and the direction of their shot. The player chooses shot direction by positioning the golfer's feet around the ball. The player also choose from 5 different strengths of shot (light, fair, medium, firm, and strong), and how much curve they wish to apply. Wind and terrain play a role in game play, and players must avoid sand and water traps. When the player lands a ball on the green, game play shifts to a zoomed in birds-eye view of the green. The player must then carefully play their putting to place the ball within the hole. Score is maintained through all 18 holes. The game also comes with a scenario editor, which allows the player to make and store custom holes to distribute to other players.

Maxi Golf

Maxi Golf

Apple II - Released - 1984

Utilizing a birds-eye view of the golf course, the player chooses their club and the direction of their shot. The player chooses shot direction by positioning the golfer's feet around the ball. The player also choose from 5 different strengths of shot (light, fair, medium, firm, and strong), and how much curve they wish to apply. Wind and terrain play a role in game play, and players must avoid sand and water traps. When the player lands a ball on the green, game play shifts to a zoomed in birds-eye view of the green. The player must then carefully play their putting to place the ball within the hole. Score is maintained through all 18 holes. The game also comes with a scenario editor, which allows the player to make and store custom holes to distribute to other players.

Maxi Golf

Maxi Golf

Commodore 64 - Released - 1984

Utilizing a birds-eye view of the golf course, the player chooses their club and the direction of their shot. The player chooses shot direction by positioning the golfer's feet around the ball. The player also choose from 5 different strengths of shot (light, fair, medium, firm, and strong), and how much curve they wish to apply. Wind and terrain play a role in game play, and players must avoid sand and water traps. When the player lands a ball on the green, game play shifts to a zoomed in birds-eye view of the green. The player must then carefully play their putting to place the ball within the hole. Score is maintained through all 18 holes. The game also comes with a scenario editor, which allows the player to make and store custom holes to distribute to other players.

Missile Attack

Missile Attack

Tandy TRS-80 - Released - 1980

Missile Attack is a a black and white clone of the arcade game Missile Command. The player controls a missile silo in the bottom left and right of the screen, and must protect their 3 cities in the lower center from an unending barrage of ballistic missiles. The player has a limited number of shots, and receive points for intercept missiles before they reach the cities. Missile barrages come in waves, and the player is awarded a bonus for the number of remaining cities and missiles at the end of each wave. Each progressive wave has more and faster moving missiles, with a higher bonus score between rounds. If a missile silo is destroyed, it is rebuilt between rounds, but cities remain destroyed permanently. If all cities are destroyed, it's game over.

Mission Impossible

Mission Impossible

Tandy TRS-80 - Released - 1981

MISSION IMPOSSIBLE ADVENTURE -Good morning, your mission is to... and so it starts. Will you be able to complete your mission on time? Or is the world's first automated nuclear reactor doomed? This one's well named. It's hard, there is no magic, but plenty of suspense. Good luck...

Mission Impossible

Mission Impossible

Atari 800 - Released - 1981

In 1979, game designer Scott Adams released Mission: Impossible, a text adventure game that placed the player in the role of a secret agent trying to save the world. Adams had failed to acquire the rights to the title, and the game was quickly reissued as Impossible Mission and later Secret Mission. Beyond the title and the name "Mr. Phelps" being mentioned on the tape recording at the beginning of the game, it had no overt connection to the TV series.

Mission Impossible

Mission Impossible

Apple II - Released - August 24, 1982

This is adventure #3 in Scott Adam's text adventure series. It takes place in a nuclear power plant. You must race against time to fulfill your mission or the reactor may be doomed. You use one or two word commands to move around and manipulate objects.

Morton's Fork

Morton's Fork

Apple II - Released - August 24, 1981

Morton's Fork is an adventure game which places the player in a wizard's fortress while searching fame and fortune. Morton's Fork is the third entry in the Maces & Magic Series. At the start of each adventure, the player rolls a character, and must equip them from the supply store using limited funds. Having just emerged from the dense forest surrounding the store, the goal is to sneak into a castle to solve puzzles and gather treasure. An early text-based RPG, the player inputs commands by choosing multiple choice options. The player can collect a variety of items, and use them to solve puzzles. The player must type individual verbs to state what they wish to do with an item. The player is awarded a final score based upon the number of puzzles solved. Players have limited weight capacity, which restricts items and gold carried. If a player dies, they must restart the castle from the beginning. Combat occurs through random dice rolls with limited strategy. The player and the monster take individual turns hitting each other until one character runs out of hit points and is defeated. Weapons effect damage dealt while armor reduces damage received. A character can leave the scenario by returning to the forest, and cashing in any treasure they have accumulated. They are awarded a score, and can return to the scenario at a later time with their improved attributes and equipment.

Morton's Fork

Morton's Fork

Tandy TRS-80 - Released - 1980

This is the third chapter in the Maces & Mages series.

Mountain Shoot

Mountain Shoot

Atari 800 - Released - 1981

Mountain Shoot is a 2-player artillery game. Two pieces of artillery line up on hilly terrain, and take turns firing at each other. The first player to hit the other wins. Each turn the player types the direction of their shot and how much powder they wish to use. Allows for 3 levels of difficulty, and the option for limited powder. Wind direction and strength is randomized each turn, and terrain is randomized each game. The program keeps track of score over multiple games.

Mystery Fun House

Mystery Fun House

Apple II - Released - 1980

Mystery Fun House is the seventh entry in the original Scott Adams adventure series. The events of the game take place at an amusement park. The first puzzle involves figuring out how to get in past the turnstiles. Once inside, the player must solve the mystery of the place, going through a house of mirrors and so forth. Like the others in the series, the game is a text adventure with a rather basic two-word command parser. The Japanese computer versions feature graphics in addition to the text input.

Mystery Fun House

Mystery Fun House

Tandy TRS-80 - Released - 1979

Mystery Fun House is the seventh entry in the original Scott Adams adventure series. The events of the game take place at an amusement park. The first puzzle involves figuring out how to get in past the turnstiles. Once inside, the player must solve the mystery of the place, going through a house of mirrors and so forth. Like the others in the series, the game is a text adventure with a rather basic two-word command parser. The Japanese computer versions feature graphics in addition to the text input.

Mystery Fun House

Mystery Fun House

Acorn Electron - Released - December 1, 1983

As Adventure 7 begins, you find yourself hopelessly lost in the middle of a carnival fun house. While escape may elude you, one thing is very clear - you're not here to have a good time!

Mystery Fun House

Mystery Fun House

Atari 800 - Released - 1981

Mystery Fun House is the seventh entry in the original Scott Adams adventure series. The events of the game take place at an amusement park. The first puzzle involves figuring out how to get in past the turnstiles. Once inside, the player must solve the mystery of the place, going through a house of mirrors and so forth. Like the others in the series, the game is a text adventure with a rather basic two-word command parser. The Japanese computer versions feature graphics in addition to the text input.

Mystery Fun House

Mystery Fun House

MS-DOS - Released - 1981

Number 7 in the original Scott Adams adventure series. This one takes place at an amusement park. The first puzzle is how to get in past the turnstyles! Once inside, you must solve the mystery of the place, going through a house of mirrors and so forth. It is an all-text adventure like the others in this series, with a very basic 2-word parser.

Mystery Fun House

Mystery Fun House

BBC Microcomputer System - Released - 1984

Number 7 in the Scott Adams adventure game series. The events of the game take place at an amusement park. The first puzzle involves figuring out how to get in past the turnstiles. Once inside, the player must solve the mystery of the place, going through a house of mirrors and so forth.

Mystery Fun House

Mystery Fun House

Commodore 64 - Released - 1983

Mystery Fun House is the seventh entry in the original Scott Adams adventure series. The events of the game take place at an amusement park. The first puzzle involves figuring out how to get in past the turnstiles. Once inside, the player must solve the mystery of the place, going through a house of mirrors and so forth. Like the others in the series, the game is a text adventure with a rather basic two-word command parser. The Japanese computer versions feature graphics in addition to the text input.

Nightwalker

Nightwalker

Commodore 64 - Released - 1983

You are a reporter, who has just been assigned to New Orleans to try to crack a heroin smuggling ring known to be operating along the waterfront. Arriving with $500, your goal is to befriend the strange denizens of nighttime New Orleans, and try to solve the case. Night Walker is an adventure game where you explore a map of the New Orleans waterfront, visiting different locations to gather clues. When the player enters a building, they go into text mode, where they can answer yes/no questions to advance the story. They can also make observations, which can be used to query other characters at a later date. There is also an inventory system, and the player can bribe characters from their limited funds. The player can enter all buildings only once, and must gather clues during this encounter. If they miss important clues, they can not reenter a building, making it essential to visit buildings in the correct order. The TRS-80 version has a 2-dimensional map represent the New Orleans waterfront, while the Commodore 64 uses a 3-dimensional display. Otherwise there are no differences between gameplay or story.

Nightwalker

Nightwalker

Tandy TRS-80 - Released - 1982

You are a reporter, who has just been assigned to New Orleans to try to crack a heroin smuggling ring known to be operating along the waterfront. Arriving with $500, your goal is to befriend the strange denizens of nighttime New Orleans, and try to solve the case. Night Walker is an adventure game where you explore a map of the New Orleans waterfront, visiting different locations to gather clues. When the player enters a building, they go into text mode, where they can answer yes/no questions to advance the story. They can also make observations, which can be used to query other characters at a later date. There is also an inventory system, and the player can bribe characters from their limited funds. The player can enter all buildings only once, and must gather clues during this encounter. If they miss important clues, they can not reenter a building, making it essential to visit buildings in the correct order. The TRS-80 version has a 2-dimensional map represent the New Orleans waterfront, while the Commodore 64 uses a 3-dimensional display. Otherwise there are no differences between gameplay or story.

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