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Spellbreaker

Spellbreaker

Infocom

Spellbreaker is an interactive fiction computer game written by Dave Lebling and released by Infocom in 1985, the third and final game in the "Enchanter Trilogy". Like most of Infocom's games, it was released for many of the time's popular computer platforms, such as the Commodore 64, Atari ST and Apple II. It is Infocom's eighteenth game. Over the course of events in the trilogy's earlier games from 956 to 957 GUE (Enchanter and Sorcerer), the player's character has progressed from a novice wizard possessing a few weak spells to the leader of the Circle of Enchanters. Now, in 966 GUE (ten years after the events of Enchanter), the very foundations of Magic itself seem to be failing, and the leaders of all the Guilds in the land have gathered to demand answers. In the midst of this impassioned meeting, the crowd is suddenly transformed into a group of toads and newts. Everyone present is affected except for the player and a shadowy figure who flees the hall.

Adventure
Beyond Zork: The Coconut of Quendor

Beyond Zork: The Coconut of Quendor

Infocom

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 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 an on-screen map, the use of character statistics and levels, and RPG combat elements. The game, Infocom's twenty-ninth, was available on the Amiga (512kb), Apple (128kb), Atari ST, Commodore 128, and IBM (192kb), and the Macintosh (512kb) computers The player explores the Southlands of Quendor somewhat aimlessly at first. Soon, however, a task is bestowed by the Implementors, a group of godlike creatures jokingly based on Infocom's game designers. The Coconut of Quendor, an incredibly powerful artifact that embodies the whole of Magic, has fallen into the claws of an unspeakably foul beast: an Ur-grue. Rumoured to be the spirits of fallen Implementors, Ur-Grues can surround themselves in a sphere of darkness that only sunlight can pierce. The player must recover the Coconut from this monster's grasp or face the unthinkable consequences.

AdventureRole-playing (RPG)
Zork: The Undiscovered Underground

Zork: The Undiscovered Underground

Infocom, Activision

The purpose of the game is to explore and emerge successfully from the Undiscovered Underground. The player begins only with a low-quality Lantern and plastic imitation sword, a parody of the starting items from Zorks I, II and III. Upon entering the Undiscovered Underground, the adventurer is trapped by a freak avalanche. The only way to escape is to release the mutant Rat Ants (an echo from Starcross) and to direct them to the avalanche, which they dispatch in a manner reminiscent of Aesop's Fables. The player must demask the Grue vendor to gain the four candy bars and place the relevant objects in the Mud Forum on the appropriate corresponding floor symbols. This unleashes a mutant chase reminiscent of Planetfall where the adventurer stays one step ahead of the Rat Ants because of the shrewdly placed candy bars. However, the escape comes at the cost of unleashing a Rat Ant epidemic onto the empire and forces the adventurer to flee from the wrath of the Grand Inquisitor.

AdventurePuzzle
Arthur: The Quest for Excalibur

Arthur: The Quest for Excalibur

Infocom

"Whoso pulleth out this sword of this stone is rightwise king born of all England" In the days before Camelot, when magic and evil rule England, a sword sheathed in stone appears in a quiet churchyard. Engraved upon it are the words which form your destiny. For you are Arthur. the son and true heir to the High King, Uther Pendragon. But there is more to asserting your claim than wresting free the sword. The sword in the stone disappears - stolen by the evil King Lot. To win it back, you must develop the kingly qualities of wisdom, chivalry and experience, qualities that will also prove you worthy of the throne. And you must do it all within three days, or Lot will usurp your legacy. You are assisted by Merlin the Enchanter, who grants you the power to transform yourself into a variety of animals. Now you can explore the kingdom as no one has before: from the sky, from rivers and lakes, from on- and under- the earth. How you use this power, and how you solve the myriad puzzles that confront you, will determine your success in your quest. Arthur: Quest for Excalibur adds an exciting new dimension to the timeless Arthurian tale while preserving all of its original richness and grandeur. Captivating color graphics combine with the richness of Infocom's storytelling to bring you unforgettable entertainment. Now prepare to claim your birthright as king born of all England. It's your chance to live the legend.

Adventure
Ballyhoo

Ballyhoo

Infocom

Ballyhoo is an interactive fiction computer game designed by Jeff O'Neill and published by Infocom in 1985. It was released for ten different 8 and 16-bit platforms, including MS-DOS, Atari ST, and Commodore 64. It is Infocom's nineteenth game. With a circus-themed plot, the game's tagline was "Big-time suspense under the Big Top!" 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... Instead, the player overhears a strange conversation. The circus' owner has hired a drunken, inept detective to find his daughter Chelsea, who has been kidnapped. Munrab is convinced that it was an outside job; surely his loyal employees would never betray him like this! As the player begins to investigate the abduction, it soon becomes clear that the circus workers don't appreciate the intrusion. Their reactions range from indifference to hostility to attempted murder. In order to unravel the mystery, the player engages in a series of actions straight out of a circus fan's dream: dressing up as a clown, walking the high wire, and taming lions.

Adventure
The Lost Treasures of Infocom II

The Lost Treasures of Infocom II

Infocom, Activision

The Lost Treasures of Infocom II is a collection of text adventure games from interactive fiction pioneer Infocom, published by Activision in 1992. It was available for MS-DOS and Apple Macintosh, and also as a cross-platform expanded CD-ROM version. This follow-up compilation was released following the commercial success of their previous collection, The Lost Treasures of Infocom, which contained 20 of Infocom's most popular games. The 11 games included in all versions are: A Mind Forever Voyaging Border Zone Bureaucracy Cutthroats Hollywood Hijinx Nord and Bert Couldn't Make Head or Tail of It Plundered Hearts Seastalker Sherlock: The Riddle of the Crown Jewels Trinity Wishbringer The CD-ROM version included three additional games: Arthur: The Quest for Excalibur James Clavell's Shōgun Journey The package contains an instruction manual reprinting all of the games' manuals, as well as a few pack-in items from Sherlock and Trinity. However, it leaves out the InvisiClues hint booklets from the original games, replacing them instead with a card advertising a pay-per-minute hint line. The package also includes a coupon for the game Leather Goddesses of Phobos, which had not been included in either of the two collections. The CD-ROM version includes an instruction manual with instructions for all three games, the Book of Hours pack-in from Arthur, and the maps from Journey and Shōgun.

Adventure
The Lost Treasures of Infocom

The Lost Treasures of Infocom

Infocom, Activision

The Lost Treasures of Infocom is a collection of 20 computer games from interactive fiction pioneer Infocom, released in 1991. It was available in MS-DOS, Apple Macintosh, Amiga, and Apple IIGS versions, as well as a cross-platform CD-ROM version, followed by a re-release on the Apple Computer iOS platform in 2012. Infocom was closed in 1989 by its then-parent company Activision. Still holding the copyright to nearly all the past Infocom titles, Activision bundled 20 of the most popular into this package. The games included are: Zork I Zork II Zork III Beyond Zork Zork Zero Enchanter Sorcerer Spellbreaker Deadline The Witness Suspect The Lurking Horror Ballyhoo Infidel Moonmist Starcross Suspended Planetfall Stationfall The Hitchhiker's Guide to the Galaxy The package contains all the instructions (bound in one volume) and maps for each game as well as all the InvisiClues, printed normally instead of using "invisible" ink. The package also features a launch menu which lets the user select which one of the 20 games they wish to play. An additional bonus was the updated version of Hitchhiker's Guide. The game was repackaged using a later version of the Z-machine than the original, and now featured a built-in hint system. Some significant omissions from the package were the "feelies" for which Infocom had become known. The package merely contained photocopies or pictures of these items, such as the sunglasses from Hitchhiker's Guide and the Stellar Patrol ID card from Planetfall.

Adventure
Deadline

Deadline

Infocom, Commodore Electronics Ltd.

Deadline is an interactive fiction computer game published by Infocom in 1982. Written by Marc Blank, it was one of the first murder mystery interactive fiction games. Like most Infocom titles, Deadline was created using ZIL, which allowed the easy porting of the game to popular computer platforms of the time such as the Apple II and the Commodore 64. It is Infocom's third game. The player's character in Deadline is an unnamed police detective, summoned to a sprawling Connecticut estate to investigate the apparent suicide of wealthy industrialist Marshall Robner. At first, it seems a very straightforward case: the body was discovered in the library, which had been locked from the inside, and the cause of death was an overdose of his prescribed antidepressants. But something just doesn't feel right. Could someone have killed Robner for his money? Did he make an enemy through his business dealings? Or was there some other motive? With the able assistance of level-headed Sgt. Duffy, the player has twelve hours to solve the case before it is closed forever.

AdventurePuzzle
Starcross

Starcross

Infocom

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

AdventurePuzzle
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