Infocom

A Mind Forever Voyaging

A Mind Forever Voyaging

Commodore Amiga - Released - January 1, 1986

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

A Mind Forever Voyaging

A Mind Forever Voyaging

Commodore 128 - Released - September 13, 1985

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

A Mind Forever Voyaging

A Mind Forever Voyaging

Atari ST - Released - 1985

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

A Mind Forever Voyaging

A Mind Forever Voyaging

Apple Mac OS - Released - 1985

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

Arthur: The Quest for Excalibur

Arthur: The Quest for Excalibur

Apple Mac OS - July 1, 1989

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

Arthur: The Quest for Excalibur

Arthur: The Quest for Excalibur

MS-DOS - Released - 1989

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

Arthur: The Quest for Excalibur

Arthur: The Quest for Excalibur

Apple II - Released - June 22, 1989

Arthur: The Quest for Excalibur is an illustrated interactive fiction computer game written by Bob Bates and published by Infocom in 1989. Typically for an Infocom title, it was released for many popular computer platforms of the time, such as the Macintosh, PC, and the Apple II series. Quite atypically for an Infocom product, it featured illustrations of locations, characters and objects within the game. It is Infocom's thirty-fourth game and is the second of two Infocom games developed by Challenge, Inc. using Infocom's development tools. The player assumes the role of a young Arthur, before the legendary days of Camelot. The "sword in the stone" (which in the legends was not Excalibur, but is often confused with Excalibur by people unfamiliar with the legends) that would signify Arthur's destiny to rule, has been stolen by the evil King Lot. In the quest to regain the sword, the player must prove to Merlin that he has the qualities needed to be a great king: chivalry, experience, and wisdom. Merlin assists Arthur by giving him periodic advice as well as the power to transform into animals, but also tells Arthur that unless Excalibur is recovered within three days, Lot will usurp his destiny as a king of legendary stature.

Ballyhoo

Ballyhoo

Atari 800 - 1986

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

Ballyhoo

Ballyhoo

Atari ST - Released - 1986

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

Ballyhoo

Ballyhoo

Amstrad CPC - Released - 1986

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

BattleTech: The Crescent Hawk's Inception

BattleTech: The Crescent Hawk's Inception

Apple II - Released - 1988

Jason Youngblood is a young cadet MechWarrior stationed on the Citadel of Pacifica in the Lyran Commonwealth. Jason is training hard to become a battle mech pilot, following his renowned father Jeremiah. One day, the Citadel is attacked by the forces of the Draconis Combine from a neighboring star system. Barely escaping, Jason teams up with a member of Crescent Hawks, a special unit established by Jeremiah. Together, they must find the other members, ready to face the new threat. This will be harder for Jason than for anyone else, for he is sure that his father was among the attackers... BattleTech: The Crescent Hawk's Inception is a role-playing game based on the BattleTech franchise. The first part of the game is spent training in the Citadel, acquiring the game's currency and experience, and learning how to fight in battle mechs or on foot, using smaller weapons. Afterwards, the game follows a more traditional RPG structure: Jason explores Pacifica, visiting its cities, recruiting companions, and fighting enemies in turn-based combat.

BattleTech: The Crescent Hawk's Inception

BattleTech: The Crescent Hawk's Inception

Atari ST - 1988

Jason Youngblood is a young cadet MechWarrior stationed on the Citadel of Pacifica in the Lyran Commonwealth. Jason is training hard to become a battle mech pilot, following his renowned father Jeremiah. One day, the Citadel is attacked by the forces of the Draconis Combine from a neighboring star system. Barely escaping, Jason teams up with a member of Crescent Hawks, a special unit established by Jeremiah. Together, they must find the other members, ready to face the new threat. This will be harder for Jason than for anyone else, for he is sure that his father was among the attackers... BattleTech: The Crescent Hawk's Inception is a role-playing game based on the BattleTech franchise. The first part of the game is spent training in the Citadel, acquiring the game's currency and experience, and learning how to fight in battle mechs or on foot, using smaller weapons. Afterwards, the game follows a more traditional RPG structure: Jason explores Pacifica, visiting its cities, recruiting companions, and fighting enemies in turn-based combat.

BattleTech: The Crescent Hawk's Inception

BattleTech: The Crescent Hawk's Inception

Commodore 64 - Released - 1988

Jason Youngblood is a young cadet MechWarrior stationed on the Citadel of Pacifica in the Lyran Commonwealth. Jason is training hard to become a battle mech pilot, following his renowned father Jeremiah. One day, the Citadel is attacked by the forces of the Draconis Combine from a neighboring star system. Barely escaping, Jason teams up with a member of Crescent Hawks, a special unit established by Jeremiah. Together, they must find the other members, ready to face the new threat. This will be harder for Jason than for anyone else, for he is sure that his father was among the attackers... BattleTech: The Crescent Hawk's Inception is a role-playing game based on the BattleTech franchise. The first part of the game is spent training in the Citadel, acquiring the game's currency and experience, and learning how to fight in battle mechs or on foot, using smaller weapons. Afterwards, the game follows a more traditional RPG structure: Jason explores Pacifica, visiting its cities, recruiting companions, and fighting enemies in turn-based combat.

BattleTech: The Crescent Hawk's Inception

BattleTech: The Crescent Hawk's Inception

MS-DOS - Released - January 1, 1988

Jason Youngblood is a young cadet MechWarrior stationed on the Citadel of Pacifica in the Lyran Commonwealth. Jason is training hard to become a battle mech pilot, following his renowned father Jeremiah. One day, the Citadel is attacked by the forces of the Draconis Combine from a neighboring star system. Barely escaping, Jason teams up with a member of Crescent Hawks, a special unit established by Jeremiah. Together, they must find the other members, ready to face the new threat. This will be harder for Jason than for anyone else, for he is sure that his father was among the attackers... BattleTech: The Crescent Hawk's Inception is a role-playing game based on the BattleTech franchise. The first part of the game is spent training in the Citadel, acquiring the game's currency and experience, and learning how to fight in battle mechs or on foot, using smaller weapons. Afterwards, the game follows a more traditional RPG structure: Jason explores Pacifica, visiting its cities, recruiting companions, and fighting enemies in turn-based combat.

BattleTech: The Crescent Hawks' Revenge

BattleTech: The Crescent Hawks' Revenge

MS-DOS - Released - January 1, 1990

BattleTech: The Crescent Hawks' Revenge is the sequel to BattleTech: The Crescent Hawk's Inception. It is the year 3029 during the Succession Wars; as the nineteen-year-old Mechwarrior Jason Youngblood of the Lyran Commonwealth (House Steiner), it is time to strike back at the treacherous forces of the Draconis Combine (House Kurita), who captured Jason's father in the original BattleTech, and whom he has sworn to rescue. Unlike its predecessor, the game inclines more towards RTS (real-time strategy) than role-playing gameplay style. The player will lead the forces of 31st Century BattleMechs (Warrior Robots) in a daring mission of rescue and revenge. The game consists of two parts - the storyline, which gives the player guidance and direction, and changes with the outcome of every decision made; and the scenarios, which are the arenas where the player watches his/her maneuvers unfold in real time. The game has digital speech and a technically advanced musical score.

Beyond Zork

Beyond Zork

Apple IIGS - Released - 1988

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

Beyond Zork

Beyond Zork

MS-DOS - Released - 1987

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

Beyond Zork

Beyond Zork

Commodore 128 - Released - 1987

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

Beyond Zork

Beyond Zork

Apple II - Released - 1987

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

Border Zone

Atari ST - Unreleased - 1987

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

Border Zone

Border Zone

Apple Mac OS - Released - 1987

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

Border Zone

Border Zone

Apple II - Released - 1988

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

Border Zone

Border Zone

ScummVM - Released - 1987

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

Border Zone: A Game of Intrigue

Commodore 128 - Released - 1987

C128 version. The game runs in 80-columns mode. It is the 1980's, and the Cold War between the Western Bloc (led by the USA) and the Eastern Bloc (led by the Soviet Union) is at its peak. The town of Ostnitz is located on the border between the fictional Eastern Bloc nation of Frobnia and the equally fictional neutral Litzenburg. The US ambassador is about to arrive in Ostnitz in order to deliver a speech on the occasion of the local Constitution Day. However, a plot to assassinate the ambassador, hence escalating the tension between the super-powers, is soon revealed. Border Zone is a text adventure game in which the player controls three different protagonists throughout three chapters: an American businessman and two special agents - a Western and an Eastern one. Besides the traditional text-based exploration and puzzle-solving, the game has real-time elements: time passes even if the player does not interact with the game. Some stealth-oriented sequences rely on these elements, timing being crucial to advance.

Bureaucracy

Bureaucracy

ScummVM - Released - 1987

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

Bureaucracy

Bureaucracy

MS-DOS - Released - 1987

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

Bureaucracy

Bureaucracy

ZiNc - Released - 1987

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

Bureaucracy

Bureaucracy

Commodore 128 - Released - February 12, 1987

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

Circuit's Edge

Circuit's Edge

MS-DOS - Released - 1990

Marid Audran is a private investigator who has been out of luck (and money) for quite a while, being forced to do petty delivery jobs to earn his living. During one of these errands, Marid finds his client dead. The authorities assume that he is the murderer; however, a powerful mafia boss pulls some strings and gets Marid off the hook. In exchange for this favor, Marid has to find out who really killed that man, who turned out to be the mafia ruler's assistant and whose death may be but a part of a larger scheme. Circuit's Edge is based on George Alec Effinger's When Gravity Fails novel. It is set in a dark version of the future, in which the Islamic world has become the sole dominant power on the planet. The events of the game take place in the Budayeen, the criminal and entertainment district of an unspecified city in the Middle East. Mature themes such as violence, drug usage and sex are liberally used to paint the game's grim setting. Though it contains a few adventure game elements, the game is primarily an RPG. The player navigates Marid through the city maze-like city, which resembles a pseudo-3D first-person dungeon area. Marid has to eat and rest from time to time in order to stay alive. Cybernetic modifications can be purchased to increase the protagonist's combat and hacking abilities. Money is gained by defeating enemies on the streets in simple turn-based battles, or by gambling. The game's interface is somewhat similar to that of Mars Saga.

Cutthroats

Cutthroats

Apple II - Released - August 5, 1984

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

Cutthroats

Cutthroats

Commodore Plus 4 - Released - 1984

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

Cutthroats

Cutthroats

Commodore 64 - Released - 1984

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

Cutthroats

Cutthroats

Apple Mac OS - Released - 1984

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

Cutthroats

Cutthroats

Atari 800 - Released - 1984

The game takes place in and around the fictional Hardscrabble Island, a struggling seaport village. The player protagonist is a diver who is given a map of two undiscovered shipwrecks. Various characters about the port help or hinder the player in their quest to retrieve treasure from the shipwrecks. The game randomly picks between two possible ships the objective of the adventure at run time. In addition to this unique characteristic, many of the characters in the game move about the map with a specific schedule, causing replays to vary based on what time other characters or situations are encountered.

Cutthroats

Cutthroats

Amstrad CPC - Released - 1986

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

Deadline

Sinclair ZX Spectrum - 1982

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

Deadline

Deadline

Tandy TRS-80 - Released - 1982

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

Deadline

Deadline

ZiNc - Released - 1982

It's Deadline, and it puts you, the keen-eyed sleuth, against a 12-hour time limit to solve a classic locked-door mystery. Armed only with the clues inside this package and your own wits, you must sift through myriads of evidence and motives to track down the killer. No easy feat, for all six of your suspects exercise free will - coming and going, scheming and maneuvering independently of your actions. And some of these personalities are so treacherous that, should you make the wrong move, one of them may do you in. Deadline is one of Infocom's most difficult games, and requires a number of playthroughs to win. Important events happen at specific times of day, and you have to know about them and be in the right place at the right time to take advantage. It's easy to miss evidence or misunderstand it. There's limited time to complete your investigation. And, of course, you can ruin everything by arresting the wrong person. The things that make the game difficult are also the things that make it great. Instead of offering an underpopulated world full of set-piece puzzles, Deadline challenges the player to make sense of a coherent reality full of active people and sometimes misleading clues. Characters move around the house, pursuing their own agendas. People have a schedule and plans of their own.

Deadline

Deadline

Apple II - Released - March 11, 1982

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

Deadline

Deadline

Atari ST - Released - 1986

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

Deadline (Commodore/Infocom)

Deadline (Commodore/Infocom)

Commodore 64 - Released - 1983

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

Enchanter

Enchanter

ZiNc - Released - August 10, 1983

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

Enchanter

Enchanter

Amstrad CPC - Released - 1984

You are a dim ignorant Apprentice Enchanter, but your task is enormous. You must save the world from the warlock Krill who is ruling the land with his evil powers. You are not the first in this quest but hopefully you will be the first to succeed, as the more experienced members of the Circle of Enchanters are powerless. You know the basics of magic and will have the chance to learn many spells. Keep your wits and use everything you can to your benefit! Enchanter is a text adventure set in the Zork universe, following the original Zork trilogy. As in the previous games, the player interacts with the environment by typing in text commands, usually combinations of verbs and objects. A new feature in the game is the player character's ability to cast spells. These spells must be memorized before the protagonist is able to cast them, and are learned during the course of the game. The text parser understands the names of the spells as verbs, and the player only needs to type in the spell name and the name of an object he/she wishes to cast that particular spell on.

Enchanter

Enchanter

Atari 800 - Released - 1983

You are a dim ignorant Apprentice Enchanter, but your task is enormous. You must save the world from the warlock Krill who is ruling the land with his evil powers. You are not the first in this quest but hopefully you will be the first to succeed, as the more experienced members of the Circle of Enchanters are powerless. You know the basics of magic and will have the chance to learn many spells. Keep your wits and use everything you can to your benefit! Enchanter is a text adventure set in the Zork universe, following the original Zork trilogy. As in the previous games, the player interacts with the environment by typing in text commands, usually combinations of verbs and objects. A new feature in the game is the player character's ability to cast spells. These spells must be memorized before the protagonist is able to cast them, and are learned during the course of the game. The text parser understands the names of the spells as verbs, and the player only needs to type in the spell name and the name of an object he/she wishes to cast that particular spell on.

Enchanter

Enchanter

Apple II

Enchanter is a 1983 interactive fiction computer game written by Marc Blank and Dave Lebling and published by Infocom. It belongs to the fantasy genre and was the first fantasy game published by Infocom after the Zork trilogy (it was originally intended to be Zork IV). The game had a parser that understood over 700 words, making it the most advanced interactive fiction game of its time. It was Infocom's ninth game. Krill, an incredibly powerful evil warlock, is spreading chaos and destruction. None of the more experienced members of the Circle of Enchanters dare to attempt to stop him. In desperation, the player, a novice Enchanter with only a few weak spells in his spell book, is sent in hopes that Krill will either fail to detect him or dismiss him as harmless. More powerful spells can be found on scrolls hidden in various locations, but as the player becomes more of a threat, Krill will respond accordingly. This game features an innovative new spell system based partially on Ursula K. Le Guin's Earthsea series and partially Dungeons and Dragons' Vancian spell system, where spells must be prepared through "memorization" before being cast. As in the Earthsea series, each spell is represented by some nonsense "magic word" which is treated as a verb by the game's text parser, so that one can use the FROTZ spell (which causes objects to glow and give off light) by typing FROTZ BOOK, in exactly the same way as one might type PICK UP BOOK or READ BOOK. There are references scattered throughout Enchanter's documentation and gameplay comparing the use of spells by mages to the use of command line interfaces by programmers, and comparing mages to hackers in general. Many of the spell names, such as FROTZ and GNUSTO, are taken from MIT hacker slang of the time; others are various pop cultural references or anagrams. (For instance, the NITFOL spell allows one to speak with animals, and NITFOL is a truncated reversal of "LOFTING", after the author of the Doctor Dolittle stories.)

Enchanter Trilogy

Enchanter Trilogy

MS-DOS - Released - 1986

This compilation contains: - Enchanter - Sorcerer - Spellbreaker

Fooblitzky

Fooblitzky

Atari 800 - Released - 1986

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

Four-in-One Sampler

Four-in-One Sampler

Atari 800 - Released - 1984

Gamma Force in Pit of a Thousand Screams

Gamma Force in Pit of a Thousand Screams

Apple II - Released - April 28, 1988

In a dangerous world, individual superheroes are not enough. Even the best of them - a humanoid made of flame, an elf princess with a mean bow, and a musclebound waterbeast - can't do it all themselves. When they come together, they are the Gamma Force. Can anybody stop them? A part of InfoComics, Gamma Force in Pit of a Thousand Screams follows the same gameplay template as the other members of this series. The gameplay basically consists of occasional decision-making, which interrupts viewing the comic book-like scenes of the game, advancing the story in different ways, depending on the player's choices. The player can also switch the points of view of the various characters, gaining more insight into the narrative.

Gamma Force in Pit of a Thousand Screams

Gamma Force in Pit of a Thousand Screams

Commodore 64 - Released - 1988

In a dangerous world, individual superheroes are not enough. Even the best of them - a humanoid made of flame, an elf princess with a mean bow, and a musclebound waterbeast - can't do it all themselves. When they come together, they are the Gamma Force. Can anybody stop them? A part of InfoComics, Gamma Force in Pit of a Thousand Screams follows the same gameplay template as the other members of this series. The gameplay basically consists of occasional decision-making, which interrupts viewing the comic book-like scenes of the game, advancing the story in different ways, depending on the player's choices. The player can also switch the points of view of the various characters, gaining more insight into the narrative.

Hollywood Hijinx

Hollywood Hijinx

Commodore 64 - Released - December 15, 1986

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

Hollywood Hijinx

Hollywood Hijinx

Amstrad CPC - Released - 1987

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

Hollywood Hijinx

Hollywood Hijinx

Atari 800 - 1986

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

Hollywood Hijinx

Hollywood Hijinx

Microsoft MSX - Released

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

Hollywood Hijinx

Hollywood Hijinx

Apple Mac OS - Released - 1987

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

Hypochondriac

Commodore 64 - Unreleased - 2019

Billed as a contemporary fantasy it was a short adventure written in 2 parts by the Infocom tester, Tom Bek in 1986. It was rediscovered as source in late 2019. It shares many of the resources as Leather Goddesses of Phobos. While playing the adventure you get the idea that it was put together to test a couple of additions to the parser prior to the release of that version of Z-code.

Infidel

Apple Mac OS - Released - 1984

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

Infidel

Infidel

Atari 800 - Released - 1983

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

Infidel

Infidel

Amstrad CPC - Released - 1986

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

Infidel

Infidel

Apple II - August 18, 1983

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

James Clavell's Shogun

James Clavell's Shogun

Apple II - Released - 1988

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

James Clavell's Shogun

James Clavell's Shogun

Commodore 64 - Released - July 1, 1989

The game reproduces many of the novel's "scenes", few of which are interconnected in any way. The player assumes the role of John Blackthorne, Pilot-Major of the Dutch trading ship Erasmus. During a voyage in the Pacific Ocean in the year 1600, the Erasmus is shipwrecked in Japan. Blackthorne must survive in a land where every custom is as unfamiliar to him as the language. After learning some of the society's ways, he is drawn into a political struggle between warlords and falls in love with a Japanese woman. Eventually he embraces Japanese life and is honored as a samurai.

Journey: The Quest Begins

Journey: The Quest Begins

Apple II - Released - 1989

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

Journey: The Quest Begins

Journey: The Quest Begins

Apple Mac OS - Released - 1989

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

Lane Mastodon vs. the  Blubbermen

Lane Mastodon vs. the Blubbermen

Apple II - Released - February 27, 1988

The year is 2029 and the evil Blubbermen have invaded earth. Only heroic Lane Mastodon can stop them, in a setting resembling science-fiction of the 1950's. Lane Mastodon vs. the Blubbermen is, along with Gamma Force in Pit of a Thousand Screams and the two ZorkQuest games, a part of the so-called InfoComics. The gameplay follows the same system as in the other games: the player reads text and views comic book panels (presented with CGA graphics in a vector format, including automatic zooming, panning, and rotating), occasionally being prompted to make a decision, thus leading the story into a different direction.

Leather Goddesses of Phobos

Leather Goddesses of Phobos

Commodore Amiga - Released - 1986

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

Leather Goddesses of Phobos: Solid Gold Edition

Commodore 128 - Released - December 13, 2018

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

Moonmist

Apple Mac OS - Released - 1986

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

Moonmist

Moonmist

Commodore Amiga - 1986

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

Moonmist

Moonmist

Apple II

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

Moonmist

Moonmist

Atari 800 - 1986

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

Moonmist

Moonmist

Amstrad CPC - Released - 1986

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

Nigel Mansell's World Championship Racing

Nigel Mansell's World Championship Racing

Super Nintendo Entertainment System - Released - March 19, 1993

Hold onto your engines and pour on the coal as you hit the track with the greatest name in World Championship racing, Nigel Mansell. You're in control. You've got the machine. But can you handle it? Try rough weather, a mean track and competition that won't quit. Or, go for one-on-one pointers from Mansell and have the track all to yourself while you practice the moves of a master. Then, check in for the big one. And don't forget your crash helmet.

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

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

Apple II

Nord and Bert Couldn't Make Head or Tail of It is an interactive fiction computer game written by Jeff O'Neill and published by Infocom in 1987. It was released simultaneously for several popular computer platforms of the time, such as the PC and Commodore 64. Nord and Bert was unique among Infocom games in that it was highly surrealistic, centering on word play and puns. It is Infocom's twenty-seventh game. Nord and Bert defies easy description, and in fact almost seems to have been created in an effort to be as strange as possible. For example, the title and front box illustration (two farmers staring at an animal that consists of two cows' rear halves fused together) have nothing to do with the game. Rather, Nord and Bert revolves around several different kinds of wordplay, with a "chapter" of the game dedicated to each style. The first seven chapters can be played in any order, since each exists as an independent "short story" unrelated to the other chapters; to begin the eighth, however, the player must provide seven "passwords" provided by completing each of the other sections. The only effort made to interlink the separate parts of the game is as follows: reality has somehow been altered around the town of Punster. Idioms and clichés are suddenly manifesting themselves quite literally, and it falls to the player, as it always does, to sort things out.

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

Atari ST - Released - 1987

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

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

Commodore Amiga - Released - 1987

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

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

Apple Mac OS - Released - 1987

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

Planetfall

Planetfall

Commodore Plus 4 - Released - 1984

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

Planetfall

Planetfall

Commodore Amiga - 1985

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

Planetfall

Planetfall

ZiNc - Released - 1983

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

Planetfall

Planetfall

Amstrad CPC - Released - 1986

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

Planetfall

Planetfall

Atari 800 - Released - 1983

Planetfall is a science fiction interactive fiction computer game written by Steve Meretzky, and the eighth title published by Infocom in 1983. Like most Infocom games, thanks to the portable Z-machine, it was released for several platforms simultaneously. Although Planetfall was Meretzky's first title, it proved one of his most popular works and a best-seller for Infocom; it was one of five top-selling titles to be re-released in Solid Gold versions including in-game hints. Planetfall utilizes the Z-machine originally developed for the Zork franchise and was added as a bonus to the "Zork Anthology". As the player, you are an Ensign 7th Class of the Stellar Patrol, who soon finds himself marooned with only a robot companion "Floyd". You need to overcome various hostile conditions on the planet to return yourself to safety.

Plundered Hearts

Plundered Hearts

Atari 800 - Released - 1987

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

Plundered Hearts

Plundered Hearts

Apple II - Released - 1987

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

Plundered Hearts

Plundered Hearts

Commodore Amiga - Released - 1986

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

Plundered Hearts

Plundered Hearts

Amstrad CPC - 1987

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

Plundered Hearts

Plundered Hearts

Apple Mac OS - Released - 1987

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

Quarterstaff: The Tomb of Setmoth

Quarterstaff: The Tomb of Setmoth

Apple Mac OS - October 1, 1988

Infocom picked up this title as the first in their RPG line. Originally self-published by Simulated Environment Systems as Quarterstaff (see there for details) exclusively for the Mac, Infocom spruced up the game, added a subtitle, added color for color Macs, fixed numerous bugs, and even changed the story somewhat. They also added a Help window for hints, and various other handy gadgets.

Return to Zork

Return to Zork

MS-DOS - Released - September 15, 1993

You are standing behind the white house. There is something in the mailbox. A video message from a wizard informing you that you are the sweepstakes winner to the Valley of the Sparrows... right now, by magic flight. Upon arriving at this mysterious place however, not everything is as it should be. There's nobody to meet you and those who you do come across don't seem to have any knowledge about a sweepstakes. It looks like this is a private vacation and you'll need to find your own way through this land. Return to Zork is a first-person adventure game using live actors and video sequences. The game is similar to Myst in interface; the player is also able to rotate the viewpoint to discover new areas and uncover items that can be used or picked up. Various characters will be met along the way and spoken to via a system of dialog choices. The game allows the player to experiment with items in various ways, including discharging them; however, this often leads to "dead ends", rendering it impossible to complete the game.

Return to Zork

Return to Zork

ScummVM - Released - 1993

You are standing behind the white house. There is something in the mailbox. A video message from a wizard informing you that you are the sweepstakes winner to the Valley of the Sparrows... right now, by magic flight. Upon arriving at this mysterious place however, not everything is as it should be. There's nobody to meet you and those who you do come across don't seem to have any knowledge about a sweepstakes. It looks like this is a private vacation and you'll need to find your own way through this land. Return to Zork is a first-person adventure game using live actors and video sequences. The game is similar to Myst in interface; the player is also able to rotate the viewpoint to discover new areas and uncover items that can be used or picked up. Various characters will be met along the way and spoken to via a system of dialog choices. The game allows the player to experiment with items in various ways, including discharging them; however, this often leads to "dead ends", rendering it impossible to complete the game.

Seastalker

Seastalker

Atari 800 - Released - 1984

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

Seastalker

Seastalker

Amstrad CPC - Released - 1986

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

Seastalker

Seastalker

Commodore Amiga - 1986

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

Seastalker

Seastalker

Apple II - September 9, 1984

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

Seastalker

Seastalker

Apple Mac OS - Released - 1984

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

Sherlock: The Riddle of the Crown Jewels

Sherlock: The Riddle of the Crown Jewels

Commodore Amiga - Released - 1988

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

Sherlock: The Riddle of the Crown Jewels

Apple Mac OS - Released - 1988

The famous detective Sherlock Holmes reads in a newspaper that the Tower of London has been closed for "reasons of security". Shortly afterwards he finds out that the Crown Jewels belonging to the royal family were stolen. The fact is kept in secret, and Dr. Watson, Sherlock Holmes best friend and associate, must retrieve them within forty-eight hours to avert a world-wide scandal. In this text adventure the player controls Dr. Watson, exploring familiar locations in London, questioning suspects and solving puzzles. The interaction with the game world is performed by typing combinations of verbs and objects. Descriptions of locations must be read carefully, as they may contain clues vital to solving the game.

Sorcerer

Sorcerer

Amstrad CPC - Released - 1985

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

Sorcerer

Sorcerer

Atari 800 - Released - 1984

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

Sorcerer

Sorcerer

Atari ST - Released - 1985

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

Scroll to Top