| For more information about Infocom, see the files gameinfo.txt
    and fact-sheet.txt. ![[U. S. A.]](Infocom_files/usa.gif) Infocom
    In a message dated 1999-02-20 to the rec.games.int-fiction news
    group, Brian 'Beej' Hall (beej@ecst.csuchico.edu) showed a message
    from Activision regarding the Infocom games:
 
    Brian: I recently purchased Masterpieces of Infocom,
    and think it's great. (I knew I would.) And I thought it was a
    great gesture when you guys did Zork: The Undiscovered Underground
    and released it for free. Furthermore I thought it was great that
    you released the Zork trilogy for free.
 
    See a pattern emerging?
 
     I think it would be utterly fantastic if you would release the
    other Infocom games for free (unsupported) download. You would be
    making tens of thousands of people very very happy.
 
     I would appreciate it if you would forward this memo to the
    appropriate people. 
    Activition: It probably wouldn't surprise you to know
    that you are not alone in having these sentiments. While there's
    no official word on this happening yet, with the lowering prices
    of these titles, and the increasing pervasiveness of the Internet,
    none of us would be surprised to see them put those out there.
    While I can't give you an answer, take heart in knowing that your
    sentiment has already been conveyed.
 
    Thanks again for writing,
 
     Justin Mills
    Activision Customer Support
 There are inofficial sites about Infocom: They are or have been distributed by Activision, Inc, Commodore, Softsel and Mastertronic.
 For more information, see Personal Software, Commodore, Legend, Interplay Productions, First Row Software, Accolade, Cascade Mountain Publishing, A. N. A. L. O. G. Computing, LucasArts and Westwood Studios.
 
 The Zork SeriesThe Zork series of games comes originally from the mainframe
    Zork. This game was then split up into three parts and
    converted to a commercial product marketed by Personal Software.  They only
    got to the first part before Infocom took over and marketed the
    games themselves, bringing the series up to three games, in total
    more or less corresponding to the original mainframe Zork. Later,
    Infocom also released Beyond Zork and Zork Zero set in the same
    world but adding some new features (on-screen mapping in Beyond
    Zork, graphics in Zork Zero).
 
    Later, after Activision took
    over Infocom they began releasing new graphical Zork games.
 
    Activision has made the Zork games freely availbale. You can get
    them here.
 For more information, see Mainframe adventures.
 
Type: Text only
Written 1980 by Marc Blank and Dave Lebling.
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Type: Text only
Written 1981 by Marc Blank and Dave Lebling.
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Type: Text only
Written 1982 by Marc Blank and Dave Lebling.
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 Package blurb:  An old, oddly youthful man turns toward you slowly. His long,
         silver hair dances about him as a fresh breeze blows. "You
         have reached the final test, my friend! You are proved clever
         and powerful, but this is not yet enough! Seek me when you
         feel yourself worthy!"
         ZORK III: THE DUNGEON MASTER draws you into the deepest and
         most mysterious reaches of the Great Underground Empire.
         Nothing is as it seems. And the one responsible for the
         shadow and darkness - the Dungeon Master - embodies the
         greatest mystery of all.
 
         In this test of wisdom and courage, you will face countless
         dangers. But what awaits you at the culmination of your
         odyssey is well worth risking all. 
Type: TO (with on-screen map)
Written 1987 by Brian Moriarty.
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Type: Bitmap graphics
Written 1988 by Steve Meretzky.
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 The Enchanter Trilogy
 
Type: Text only
Written 1983 by Marc Blank and Dave Lebling.
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 Package blurb:  When the wicked power of the Warlock subjugates this land,
         his magic defenses will recognize all who have attained the
         Circle of Enchanters.
         So, to a novice we speak - one yet unproven who has the heart
         to challenge and the skill to dare.
 
         Sealed inside, you will find such wisdom and guidance as we
         can provide. Stealth, resourcefulness, and courage you must
         find within yourself. You are the sole hope of this land,
         young ENCHANTER. 
Type: Text only
Written 1984 by Steve Meretzky.
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 Package blurb:  A cryptic diary is all that remains in the sanctum of Belboz
         the necromancer, grand and powerful leader of the guild of
         enchanters. It is feared that he is in thrall to evil
         sorcery. If so, the freedom of the land and the very
         existence of the circle of enchanters could be forfeit. To
         rescue the kingdom and locate your mentor in the treacherous
         mists of time, you must gain the powers and cunning of a true
         SORCERER. 
Type: Text only
Written 1985 by Dave Lebling.
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 Type: Text only
Written 1982 by Marc Blank.
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 Package blurb:  When you take on DEADLINE, you're not just pitting yourself
         against a 12-hour time limit to solve one of the cleverest
         and most baffling cases in the detective genre. You're
         encountering a totally original concept in interactive
         adventure that literally puts the case in your hands. Working
         from an actual dossier on the crime and piecing together the
         myriad clues along the train, you face a challenge so
         sophisticated that your suspects possess independent,
         flesh-and-blood personalities. And some of those
         personalities are so treacherous that, should you make the
         wrong move, one of them may do you in. 
 Type: Text only
Written 1982 by Dave Lebling.
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 Package blurb:  STARCROSS, Infocom's mindbending science fiction first,
         launches you headlong into the year 2186 and the depths of
         space. And not without good readon, for you are destined at
         that point in time to rendezvous with a gargantuan starship
         from the outer fringes of the galaxy. Upon docking with the
         strange craft, you must succees in gaining entry to its
         mysterious interior. Once within, you will explore as
         startling, complex and engaging a world as any in Infocom's
         universe, and come face to face with other-wordly beings,
         both helpful and harmful. But the great starship serves a far
         larger purpose than mere cultural exchange. It conveys a
         challenge that was issued eons ago, from light-years away -
         and only you can meet it. 
 Type: Text only
Written 1983 by Michael Berlyn.
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 Package blurb:  They said you would sleep for half a millenium - not an
         unreasonable length of time, considering you'd be in limited
         cryogenic suspension. Your body would rest frozen at the
         planet's nerve center, an underground complex twenty miles
         beneath the surface. Your brain, they told you, would be
         wired to a network of computers; your mind would continue to
         operate at a minimal level, overseeing maintenance of
         surface-side equilibrium. And you would not awake, so they
         promised, until your five hundred years had elapsed -
         barring, of course, the most dire emergency.
         Good morning.
 
         In SUSPENDED, you will strategivally manipulate six robots.
         Each has a distinct perception of the world, and offers you
         specific abilities. For instance, one specializes in sight, a
         second in hearing, and a third in accessing information from
         computer memory banks. Through them, you will solve an
         intertwined myriad of realistic and original problems. Should
         you find yourself baffled by some of the more intricate
         puzzles, you may wish to consult the underground complex's
         built-in advisory peripheral for hints.
 
         The first time you play SUSPENDED will not be your last. It
         continually challenges you to hone your strategies and
         develop new ones, to explore new areas and interactions, and
         in so doing to improve your score each time you play. And
         even if you succeed in mastering the first level of play, an
         advanced second level waits in the program to test your
         mettle again and yet again. In fact, the game is so designed
         that you can alter conditions at will before starting,
         effectively allowing you to customize the game into a new
         kind of SUSPENDED whenever you desire. 
 Type: Text only
Written 1983 by Stu Galley.
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 Package blurb:  Dead: one gilt-edged society dame. And now it looks like some
         two-bit grifter is putting the screws to her
         multi-millionaire old man. All in all, a pretty typical
         Angeleno clan for these days. But then the shakedown turns
         ugly, and you're left with a stiff and a race against the
         clock to nail your suspect ... if, that is, you don't cash in
         your chips ahead of time!
         February, 1938. FDR's New Deal is finally rolling. Hitler's
         rolling too; this time, through Austria. But as Chief Police
         Detective for a quiet burgh on the outskirts of L. A., you've
         got other fish to fry. Working from a clue-laden police file
         and battling a 12-hour time limit, you're up against your
         toughest case to date: a sordid family affair that may land
         everyone from the knockout heiress to the pokerfaced Oriental
         butler in the slammer before it's over. Ahead of you is a
         Gordian knot of motives and alibis to untangle, and the only
         testimony you can trust is that of your own eyes - because
         you are The WITNESS. 
 Type: Text only
Written 1983 by Steve Meretzky.
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 Package blurb:  "Join the Patrol, and see that Galaxy!" You'd taken the
         poster's advice, bait and all, and marched right over to the
         recruitment station near your home on one of Gallium's
         backwater moons. A youth's dream of exotic worlds, strange
         and colorful aliens, and Deep Space heroics, had danced in
         your head as you signed the dotted line. Ninety-five
         millichrons later, you'd emerged with a buzz-cut scalp and a
         permanent layer of de-licing spray covering your body. Also,
         there was a mop in your hand. You'd been commissioned Ensign
         7th Class, Code KP8: licenced to swab. 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, and your luck
         does take a turn for the better. Mayby you will indeed
         narrowly escape disaster. Perhaps you really are about to
         take an unexpected journey, and meet a short, mysterious
         stranger. 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 last crumb of it. Because that's just the way the
         cookie crumbles, here in the next dimension. 
 Type: Text only
Written 1983 by Michael Berlyn and Patricia Fogleman.
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 Package blurb:  There's an old Egyptian fable that tells  how a sacrilegious
         camel once dined on a high priest's pocketwatch, only to
         awake in the morning with a bellyful of ticks. The moral,
         needless to say, is that one should never bite off more than
         one can can stomach.
         Evidently, you failed to heed this wisdom - else why would
         you, a small-time explorer, dare to brave the smouldering
         heart of the Egyptian Desert in search of a greaat lost
         pyramid? Now, too lats, you suspect that your boldness has
         been your undoing, for at this very moment you find yourself
         marooned by your followers, pursued by the vultures of death,
         and sustained only by the faint hope that you can somehow
         survive to reach the pyramid - where the skullduggery,
         pitfalls, and cliffhanging adventures will really begin.
 
         What indomitable inner resource is it that drives you ever
         onward against such desperate odds? Pride? Unflinching
         devotion to the cause of archaeological science? Or could it
         possibly be the prospect that the treasures concealed within
         the tomb are worth enough on the open market to keep you
         rolling in filthy lucre for the rest of your born days? We
         leave the question open, with this footnote: Your quest
         transcends mere fortune. Here, amid the shifting sands of
         eternity, dignity and self-esteem are at stake. For you are
         branded INFIDEL. 
 Type: Text only
Written 1984 by Stu Galley and Jim Lawrence.
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 Package blurb:  There's something down there, something terrifying. Now
         you've got to face it... because now only you can save the
         Aquadome - the world's first undersea research station.
         The alarm sounds and your submarine, the Scimitar, stands
         waiting. But not so fast - you haven't even tested the
         Scimitar in deep water, and the crew at the Aquadome may have
         a traitor in its ranks. So be careful! You have terrifying
         possibilities to consider, mysteries to unravel,
         life-and-death decisions to make.
 
         Success won't come easily. It may not come at all - because
         if you challence the deep without all your wits, you just
         might wind up as shark bait. 
 Type: Text only
Written 1984 by Michael Berlyn and Jerry Wolper.
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 Type: Text only
Written 1984 by Douglas Adams and Steve Meretzky.
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 Notes: Based on the book of the same name by Douglas Adams
 
 Type: Text only
Written 1984 by Dave Lebling.
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 Type: Text only
Written 1985 by Brian Moriarty.
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 Type: Text only
Written 1985 by Steve Meretzky.
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 Type: Text only
Written 1985 by Jeff O'Neill.
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 Type: Text only
Written 1986 by Brian Moriarty.
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 Type: Text only
Written 1986 by Steve Meretzky.
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 Type: Text only
Written 1986 by Stu Galley and Jim Lawrence.
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 Type: Text only
Written 1986 by Dave Anderson and Liz Cyr-Jones.
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 Type: Text only
Written 1987 by Douglas Adams et al.
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 Type: Text only
Written 1987 by Steve Meretzky.
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 Notes: Sequel to Planetfall.
 
 Type: Text only/Sound
Written 1987 by Dave Lebling.
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 Type: Text only
Written 1987 by Jeff O'Neill.
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 Type: Text only
Written 1987 by Amy Briggs.
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 Type: Text only
Written 1987 by Marc Blank.
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 Type: Text only/Sound
Written 1987 by Bob Bates.
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 Type: Bitmap graphics
Written 1989 by Dave Lebling.
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 Notes: Based on the book of the same name by James Clavell.
 
 Type: Bitmap graphics
Written 1989 by Marc Blank.
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 Type: Bitmap graphics
Written 1989 by Bob Bates and Duane Beck.
 Runs on:
 
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