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1-28 of 28
- Simon, your average English boy, is abducted by a mysterious old book and transported to a fantastic world where he has magical powers.
- 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.
- You are Arthur Dent, and you must survive the worst day of your life. For one thing, your house is being demolished. For another thing, so is the planet. Having found out your friend is an alien, you hitch a lift onto a Vogon spaceship, and find a way to escape. You are then picked up by the Heart of Gold, and must get to the planet of Magrathea using the Infinite Improbability Drive. While everyone relaxes in the sauna, you must do all the dirty work. Throughout the course of your day, you will collect pocket fluff from throughout time and space, get alien fish stuck in your ear, lose your common sense, and listen to excruciatingly bad poetry. Be careful, for the fate of this one pitiful man lies in your hands.
- Told in second person, you play an AFGNCAAP (an Ageless, Faceless, Gender-Neutral, Culturally-Ambiguous Adventure Person) who begins in a serene setting, a house nestled in a thick forest. But your adventure really begins when you discover that the house leads to an expansive dungeon of forgotten lore and you must recover it's treasures from a tricky thief.
- In this game, the player controls a postal clerk in the small fishing village of Festeron. The postmaster, Mr. Crisp, orders the player to deliver an envelope to the owner of Ye Olde Magick Shoppe. However, this seemingly innocent task inexplicably leads to a strange phenomenon: as the hero steps out, he finds that Festeron has been mysteriously transformed into a dark, ominous town called Witchville. Even cute little poodles have turned into hellhounds. Finding the Wishbringer, a stone that grants seven wishes to those who possess the right objects, seems like the only solution - or is it?
- Trinity is a text adventure game, its events beginning in the near future. The player character finds himself trapped in the London Kensington Gardens, as hordes of nannies mysteriously block the exit. To make matters worse, a Soviet nuclear missile is about to fall. The protagonist finds a strange door and steps through it. The bizarre location outside of space and time contains other doors, each leading to a site where a historical or a fictional nuclear explosion has taken place. The player has to interact with the environment and solve puzzles to change the course of history before traveling to the New Mexico desert on July 16, 1945, and affecting the events of the fateful Trinity Test.
- 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.
- The head of the Circle of Enchanters is a brave hero, the same one who has defeated the evil Krill and solved the mystery of the Necromancer Belboz. However, now an even greater threat has appeared: the very foundations of the art of Magic seem to be failing. The Guilds organize a great assembly to discuss the alarming waning of Magic; suddenly, a mysterious shadowy figure casts a spell that transforms everyone to toads and newts - everyone but the intrepid leader of the Circle, who must commit his most heroic deeds yet, solving the hardest mystery of all.
- A text adventure, a sequel to the classic Zork I: The Great Underground Empire (1980). Once again, the game is set in the Great Underground Empire, but this time the main goal is to face off against the titular wizard.
- Text adventure based on the same novel as the mini-series of the same name. How navigator Pilot-Major John Blackthorne, the first Englishman in feudal Japan, became Anjin-san by navigating the complex politics of the era.
- 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?
- In the third game of the adventure game series Zork, you are once again a nameless adventurer, only this time you won't travel through a beautiful magical land, but are immediately cast into a deep dungeon. Like in a dream, you hear a mysterious voice telling you that you have passed all the tests but one. When consciousness returns to you, you find yourself on the endless spiral of stairs, with only your trusty lantern near you. Will you be able to survive the horrors of the Dungeon?
- 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 a 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.
- 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.
- You are a suspected murderer and time is running out because the police are ready to throw the books at you. If you ever want to return to your normal life of being a reporter you better prove your innocence. However, the real murderer probably watching your every move, so be careful.
- A mystery text adventure in which you play a disillusioned circus goer who decides to help find the owner's kidnapped daughter.
- 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.
- On a space settlement named Contra, a human being serves as a regulator for the planet's vital systems: he controls transportation, weather, and manages resources all while being in a deep sleep, through the neural power of his brain. Such a regulator is called Central Mentality. However, after five hundred years of stasis, the current Central Mentality suddenly awakens, greatly troubled by reports of computer malfunctioning and resulting problems in weather condition, food production, and transport. He must now act, and act quickly: the crew members assumed that he has gone insane, and are coming to disconnect his mind. But what can he do if his state of suspended animation prevents him from moving?
- 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. The ship's computer handles the functions of navigation and routine maintenance. You watch the sophisticated mass detector as it unceasingly scans the vicinity for uncharted masses. To assuage the tedium of your long trip, you browse through the compact tape library, a compendium of human knowledge and culture. But the drone of the ship gradually lulls you into a deep sleep. As you sleep, you dream of the riches which would be yours if your search for a quantum black hole is successful. Little do you suspect that the alarm on your mass detector is about to jolt you out of your dream - but not to grapple with the long-sought black hole. Your quest has taken an unexpected turn, for you are destined to rendezvous with a gargantuan alien spaceship from the outer fringes of the galaxy.
- 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.
- Following the defeat of the evil Krill in Enchanter (1983), the intrepid apprentice has 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.