Full text of "NZT7.3"
Volume VII Number 3
The Status Line
Formerly The New Zork Times Fall 1988
BattleTech: Lots of Meching around
Check out that ‘Mech—A detailed scan of a WASP BattleMech is just one of
the features in this action-packed role-playing game based on the popular
BattleTech role-playing and strategy board-game series.
He cursed himself for what felt like
the 15th time in the last hour. The
inside of his neuro-helmet was slick
with sweat, making matters even
worse now that there was poor con¬
tact with the helmet's electrodes. He
remembered the message that his
instructors drilled into his head again
and again: “Controlling a 'Mech re¬
quires patience and above all strate¬
gic allocation of resources. ” Funny
how it was never as easy when the
trainer 'Mechs were firing back.
“I cannot let father down, ” Jason
mumbled to himself as he aligned the
Chameleon's twin medium lasers on
the approaching Locust's torso.
“Cannot let the computer keep fight¬
ing for me, especially after last time, "
Jason thought, ruefully remembering
how he had caused a critical overheat
by being careless.
Slowing his breathing, Jason
scanned the status report of his
'Mech’s condition. His concentration
was broken by alarm bells sounding
and the warning, “Critical shot to the
head! Man eject!" blaring into his
ears. Numb, Jason triggered the eject
button, blasting the canopy off the top
of the Mech and causing him to drop
the 35 feet to the ground, safely
cocooned within the seat's webbing.
Dejectedly, Jason detached himself
from the now useless seat and trudged
back to the Citadel's training
grounds, realizing that he now had
another failure he would have to by
to live down with the mechanics.
“They already hate me because of
their station in life, ” said Jason, real¬
izing that tomorrow's training session
would be just as brutal as today's.
If Jason thought he had problems
training to be a 'MechWarrior, he
Please turn to page 5
Zork Zero takes you back to the beginning
The now-famous Zork stone logo appears
once more, heralding the coming of Zork
Zero, the prequel to the Zork Trilogy. Game
writer Steve Meretzky labored nearly 18
months combining the lore of the Great
Underground Empire, graphic puzzles and
his own zany humor to create the latest chap¬
ter of the CUE saga.
• Vn
Ever since Zork I first appeared on
home computers, and the Zork Trilogy
became our best-loved series of inter¬
active stories, countless fans have
begged for Zork IV. Now our Steve
Meretzky, doing exactly the opposite,
gives you something even better by
taking you back to before the begin¬
ning. Nearly 18 months in the making,
we are proud to reveal our most ambi¬
tious project ever, Zork Zero.
Zork Zero: The Revenge of Mega-
boz takes you back to the last days of
the Empire. A wizard's curse has de¬
stroyed the ruling Flathead family and
has threatened the kingdom itself.
Although you are but one of many
fortune hunters who have flooded the
capital city of Flatheadia to try to
claim the huge reward for stemming
the curse, a carefully guarded family
secret gives you a big advantage!
Every corner of the kingdom
As you begin your quest, you'll
meet the court jester, whose rhymes
will leave you laughing, whose tricks
will leave you cursing, and whose
rebuses and riddles will leave you
scratching your head. You'll travel to
every comer of the kingdom, visiting
exotic locales from the glaciers of the
Gray Mountains to the swamps of
Fenshire, from the placid shores of
Lake Flathead to the searing heat of
the Great Underground Desert, from
the defoliated Fublio Valley to the
granola mines of Antharia.
Zork Zero answers many of the
questions that have tormented Zorkers
for ages: What is it like to play
Double Fanucci? Where did gmes
come from? And finally, most com¬
pelling of all, what is the origin of the
white house where Zork I begins?
Epic in both size and scope, this
prequel covers a full century and ex¬
plores the collapse of the Great Un¬
derground Empire. Straining our new
"Y" development system to the limit,
Zork Zero is our largest game ever,
with more than 200 locations, and as
many puzzles as all three games of the
Zork Trilogy combined. To top it off,
Zork Zero shatters one of computer¬
dom's most sacred barriers—the first
true graphical enhancements to an
Infocom story.
Double Fanucci
Our diehard fans are probably
mourning the passing of an era; but
take heart. “Zork Zero has everything
you've come to expect from us: lots of
descriptive prose, a ton of puzzles,
depth and attention to detail; it's a
well-tested and polished game, all
served up in a fun, handsome pack¬
age,” says author Meretzky. “The
graphics simply add one more level of
excellence. I tried to use them in a
different way; rather than illustrate
locations, the graphics are integrated
into the puzzles themselves. I'm really
pleased with the result.” The graphics,
created by computer artist James
Shook, make possible such graphical
puzzles as Peggleboz, Snarfem, the
Tower of Bozbar, and Double
Fanucci.
But wait—there's more! Zork Zero
abounds with exciting new features. It
marks the introduction of our newest-
Please turn to page 6
2 The Status Line Fall 1988
Good-bye to Status Line, hello to Escape
The
Status
Line
Mike Dornbrook
Ruthless Slave Driver
Stuart A. Kirsch
TV Game Show Quiz Master
Hollywood Dave Anderson
Vacationing Starlet
Rob Sears
Noisy Neighbor
Tomas Bok
Marketing Switch Hitter
Lori Hornung
Mouse Pusher
Stu Galley
Scout Master
Steve Meretzky
Prom King
Christopher Erhardt
Marjorie Gove
Matt Hillman
Elizabeth Langosy
Eileen Milauskas
Curtis Montague
Grave Robbers
(c) 1988 Infocom, Inc.
125 CambridgePark Drive
Cambridge, Massachusetts
02140
The Status Line is published four,
sometimes five, times a year by
Infocom, Inc. Address changes and
subscriptions should be sent to
The Status Line, Infocom, Inc.
125 CambridgePark Drive
Cambridge, MA 02140,
Attention Subscriptions Manager.
The Status Line is an independent
journal, not affiliated with the New
York Times and vice versa.
Cutthroats, Deadline, Enchanter, Infidel, Leather
Goddesses of Phobos, Planetfall, Seastalker,
Starcross, Suspect, Suspended, The Status Line,
The Witness, Trinity, Wishbringer and Zork are
registered trademarks of Infocom, Inc.
A Mind Forever Voyaging, Ballyhoo, Border
Zone, Bureaucracy, Classic Mystery Library,
Cornerstone [Yeah, a database, wanna make
something if it?), Fooblitzky, Gamma Force,
Hollywood Hijinx, Immortal Legends, Infocomics,
InvisiClues, Lane Mastodon, Moonmist, Nord
and Bert Couldn't Make Head or Tail of It, Plun¬
dered Hearts, Quarterstaff, Science Fiction
Classics, Sherlock: The Riddle of the Crown
Jewels, Sorcerer, Spellbreaker, Stationfall, The
Crescent Hawk's Inception, The Lurking Horror
and The Tomb of Setmoth are trademarks of
Infocom, Inc.
The Hitchhiker's Guide to the Galaxy is a trade¬
mark of Douglas Adams. BattleTech is a regis¬
tered trademark of FASA Corporation.
Here it is—the 20th edition of The
Status Line. Well, of course, most of
those editions were called The New
Zork Times until a "major metropoli¬
tan newspaper" marshalled their cadre
of lawsuit-thirsty lawyers.
After 20 newsletters we think we
have somewhat perfected the medium.
Our combination of news, features,
nutty contests and puzzles has been
praised by many, including our com¬
petitors. So as we are reshaping the
world of interactive fiction and othe
forms of storytelling, it is time for us
to push back the publishing envelope
once again. We have decided to retire
TSL and replace it with a full color
magazine called Escape.
Don't Panic. We will still be the
same publication we have always
been, but now in color and with more
detail about gaming in general. And
Dear Infocom,
I like your games. I like your games
so much that I’ve tried other com¬
pany’s games, and realized how much
better yours are.
I’ve just finished Beyond Zork. I’ve
enjoyed previous romps, but BZ —you
must come out with more games using
this interface, and I mean yesterday.
“Define keys”—I didn’t have to type
“roll onion,” “blow bubble” or “turn
mirror” 555 times! I never thought I’d
find a companion to match Floyd (I
cried when I thought he was dead, just
ask my roommate), but Spunky the
minx, Stu the caterpillar, and Phil the
pterodactyl came pretty damn close.
I thank you, my mother thanks you,
and my roommate thanks you for the
Solid Gold and $14.95 specials (Mas¬
tercard and VISA do not). Actually,
my roommate may be grateful that
they enable me to pay my rent, but
she's probably not pleased (or maybe
she is) that they tend to make me
somewhat reclusive. And for the love
of God, don't tell my thesis advisor—
I’ve missed so many deadlines be¬
cause of these things he probably
thinks I’m out with the reserves a lot
or suchlike...
If you ever need testers, or writers,
or brainstormers, or just generally cute
people to liven up the joint, say the
word.
Saving up another $14.95 (plus
$2 postage and handling)
Debby Berry,
Columbus, OH
Dear Infocommies,
Infocom Terms for the Beginner:
INVENTORY—any necessary items
such as chips, soda, beer, etc.
Next stop — Florida!
don't worry about TSL, it is going to
Florida to join the NZT at the retire¬
ment home for leading-edge publica-
STATUS LINE—number of hours
you’ve been working on the same
puzzle.
MARITAL STATUS LINE—
something funny you tell your spouse
to stop them front leaving because you
spend all your time at the computer.
A LINE—something often used at
single's bars but which has little or no
meaning to an Infocommie (except
maybe at the Infocom Friday office
parties).
WISHBRINGER—Mailman who
brings you the Hint Booklet you or¬
dered.
SEASTALKER—one who chooses to
walk on the beach to work out Info-
com puzzles.
WITNESS—some friend you call
when you are about to solve an in¬
credibly difficult puzzle, like the infa¬
mous Babel Fish we-have-to-get this-
slimy-little-fish-in-our-ear puzzle.
ZORK I, II—planets people might
think you’re from if you intend to get
involved with Infocom.
ZORK III—a good game if you are
from Zork I or 11.
ENCHANTER—a friend of the oppo¬
site sex who clues you in on how to
solve a puzzle.
SORCERER—a friend of the same
sex who gives you a game or a hint.
PLANETFALL—what the Earth
could do, as long as you have your
computer and your Infocom games.
CUTTHROATS—what your family
might do if you don’t quit playing
those doggarn Infocom games and
come to dinner.
SUSPECT—everyone, if your favorite
Infocom game is missing.
A MIND”FOREVER VOYAGING—
your brain when you’re figuring out a
tions.
And just think, now you won't have
to take black and white film on your
vacations anymore for those Land¬
mark Photos!
Here is a sample of what to expect
in the first edition of Escape :
James Clavell's Shogun —Dave
Lebling's adaptation promises to make
this one of our most inspiring interac¬
tive fiction stories. Incredible graph¬
ics, too.
Marc Blank sends you on a fantas¬
tic Journey —the co-author of Zork
once again creates an entirely new
way to experience a fantasy adventure
story on your computer.
More conversions of Zork Zero and
BattleTech— the excitement grows as
our latest releases find their way to
more and more systems.
Plus lots more!
difficult puzzle.
INFIDEL—someone who interrupts
your game.
DEADLINE—what you may look like
after solving an Infocom game in 3
days without stopping if you didn’t
start out with a big enough inventory
SPELLBREAKER—someone who
breathes while you are completing a
very fragile chain of thought that will
enable you to solve a puzzle.
STARCROSS—when you stop day¬
dreaming about a puzzle and get back
to work.
SUSPENDED—the type of animation
you appear to be in when thinking
about a puzzle.
CHESS—a nice relaxing game (of
course, before you know it, Infocom
will come out with interactive chess,
and you’ll have to turn to checkers, or
marbles to relax).
Sincerely,
Ben Holzman
Roslyn Heights, NY
[Thanks Ben. We will he adding
these to our new game manuals —Ed. j
Dear TSL,
I need help. I am a junior in high
school and frankly, I hate History. In
effect, I am not doing so well in it.
After a long conference with my
teacher, we decided that if I could get
my letter published in any profes¬
sional publication, he would raise my
grade 1/2 a grade. I was just wonder¬
ing if you knew of any professional
publications.
Pleadingly yours,
Eric Lee
San Leandro, CA
[Eric, have you tried The New York
Times?—Ed.]
Letters To The Editor
Fall 1988 The Status Line 3
Quarterstaff: Our first role-playing fantasy
Three months ago, a peaceful colony
of druids vanished without a trace. As
their crops lie overgrown and aban¬
doned, a crossfire of rumors has de¬
scended upon the land, laying blame
on everything from epidemic to mass
homicide to demon worship. Scouting
parties have been frantically assem¬
bled and sent forth to bring an end to
all the hearsay, but none has returned.
Now the local kingdoms, restless for
news of the missing sect, have called
upon you to venture into the depths of
the lost Tree Druid colony, buried
deep beneath a great oak tree. You
must discover whatever foul secret
lies within.
Graphics and sound
Quarterstaff: The Tomb of Set-
noth — our first entry into the fantasy
role-playing (FRP) genre and the first
in our RPG series — is role-playing
adventure as you’ve never seen it be¬
fore on a computer. You’ll read rich
text descriptions of the places, objects,
and creatures you come across. High-
resolution graphics and digitized
sounds reinforce the text, and your
moves are tracked by a detailed on¬
screen map which your characters
“draw” as they go.
You issue commands to your char¬
acters in full English sentences. And
as in any FRP, the characters in your
party develop and mature in a variety
of specific skills, and fight according
to a comprehensive combat system.
Pervading the Quarterstaff universe
at all levels is close attention to de¬
tail — apparent in everything from the
weight and bulk of objects they're
carrying to the complex timetable by
which hunger and fatigue affect the
characters in the game. All these ele¬
ments weave together into a game
which is more akin to a “pen and pa¬
per" adventure environment than any¬
thing previously released on a com¬
puter.
Monsters learn from mistakes
As the game opens, you stand at the
entrance to the Tree Druids’ colony,
ready to begin your underearth quest.
As you progress, you meet many a
curious creature. In Quarterstaff
monsters are not merely "deathbots,”
whose only purpose in life is to maim
and destroy, but ordinary living things
whose actions are guided by real life
drives such as hunger, anger, and the
need for friendship.
Monsters even learn from their
mistakes and accomplishments
through an artificial-intelligence
learning system. Some creatures will
react negatively to your party, resort¬
ing to combat and force. Others, how¬
ever, will try to help your party, or
even join forces with you; and so,
though you begin the
adventure with only
one character, you're
sure to quickly ac¬
quire a formidable
band of adventurers.
Quarterstaff pro¬
vides a number of
innovations for ma¬
nipulating your party.
Your characters can
move about independ¬
ently, or as part of a central group that
moves as a unit. You can even divide
your party into two or more groups
that explore different parts of the ge¬
ography on their own. This gives you
unlimited freedom to control your
party: you could, for
instance, allow some
of your group to
sleep, while two char¬
acters stand watch,
and a scouting party
probes the nearby
rooms for action.
Quarterstaff was
originally designed,
written and imple¬
mented for the Macin-
tosh by Simulated Environ¬
ment Systems, which released the
game in 1987. The game immediately
received rave reviews— MacUser
gave it a near-perfect rating of four
mice, while Dragon gave it a perfect
five stars, saying ‘Quarterstaff... is, in
our opinion, among the finest fantasy
role-playing games available for any
computer system.” Despite reviews
like these, which reflected impressive
design and development. Quarterstaff
ran into marketing trouble, and its
distribution was limited. We recog¬
nized the game’s potential, and
bought the rights to the product.
Includes hierarchical menus
We’ve spent months in collabora¬
tion with the game’s authors, Scott
Schmitz and Ken Updike, and a slew
of talented artists, writers and pro¬
grammers in order to perfect the
game. The first improvement was the
implementation of a new Macintosh
interface — one that allows the user to
play the game entirely with the
mouse, or to play entirely using the
keyboard. Pull-down menus allow you
to easily point and click your way
through even complex sentences.
We’ve included Apple’s hierarchical
menus, usually found only in top-
notch business products, to allow you
easy access to your inventory. Of
course, any command can be typed in
via the keyboard.
Next, Infolmplementor Amy
Briggs (author of Plundered Hearts)
reworked and rewrote most of the
game’s text to provide a greater sense
of plot and continuity within the story.
We also corrected a few grammatical
errors as well. Computer artists were
brought in to touch up the high-
resolution graphics and to design a
special set of gorgeous color graphics
which the game uses when running on
a color Mac II.
New package and manual
Our infamous testing staff (which
had recently been genetically altered
so as to not require sleep) was un¬
leashed on the program to perform
exhaustive bug-whacking. After sev¬
eral dozen cases of Jolt cola were con¬
sumed over the course of a few
months, the finished game emerged.
Finally, a new package was conceived
and produced featuring beautiful
cover art by artist Ken Barr. Inside we
put a brand new user's manual and, as
is our style, an assortment of mood
setting pieces: a mystical parchment
titled “The Path to Enlightenment,” a
wooden druidic coin and a dazzling
color poster featuring the cover art.
The Macintosh version of Quarter-
staff will be available in October, and
will include the special color graphics
for the Mac II. Versions for the Apple
II GS and IBM will be available in
spring of 1989. Watch upcoming is¬
sues for further information. All ver¬
sions will retail for $49.95.
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Quarterstaff features Apple’s hierarchical menus for the ultimate Macintosh
interface, making your adventuring even easier. Your quest is also aided with
the convenience of on-screen mapping.
In Quarterstaff we’ve included on-screen room-by-room mapping as well as a
map of the surrounding geography (shown in the picture above). Digitized
sounds and high-resolution graphics enhance the mood.
4 The Status Line Fall 1988
Four more popular titles
reduced to only $14.95
Convention goers visit the joint FASA-Infocom booth at this year's GEN-
CON/ORIGINS. Over 10,000 participants packed the MECCA.
Infocom attends GENCON
gaming mega-convention
We at Infocom are offering you, our
most loyal fans, a special deal, the
kind of deal that just makes you want
to cry with joy. Well, get your hankies
out, because now you can get four of
our most wildly popular games— The
Lurking Horror, Stationfall, Nord &
Bert Couldn’t Make Head or Tail of
It, and Plundered Hearts —for the
low, low direct-mail price of $14.95!
The Lurking Horror
Since they were released last year,
each game has received incredible
reviews. For example, RUN magazine
game Infocom’s first interactive hor¬
ror story, Dave Lebling’s The Lurking
Horror, a grade of “A,” saying,
“Whatever it is that alarms, unnerves,
dismays, startles, or turns blood into
ice water can be experienced in this
boundless romp into the unknown.”
This eerie thriller, which takes you
through the G.U.E. Tech campus from
the top of the great dome to the bot¬
tom of the elevator shaft, will have
“your spine tingling and your heart
beating faster,” promises A+ maga¬
zine.
Stationfall
“Fall into Stationfall and you’ll
have trouble climbing back out,”
warns Analog Computing. The enter¬
taining sequel to the ever-popular
Planetfall, Steve Meretzky's Station-
fall once again features the lovable
and hilarious Floyd up to a com¬
pletely new set of mischievous antics.
But this time, he’s paired up with an¬
other robot named Plato, becoming
“what will probably be known as the
greatest comedy team ever in interac¬
tive fiction,” according to Analog
Computing. MacUser, which gave
Stationfall four-and-a-half mice, says,
“Stationfall is one of those rare se¬
quels that lives up to the original.”
As a Stellar Patrol officer, you and
your beloved Floyd set out to explore
a deserted space station. What might
you find? You'll just have to find out
for yourself, if you can put up with
Floyd’s habit of reciting multiple dig¬
its of pi. In the words of ST X-Press,
“...if you haven’t ever played Infocom
games or have just passed them by,
then this is the one to pick up (along
with Planetfall).” And now it’s just
$14.95!
Nord and Bert
Do you believe that the pun is
mightier than the sword? Do you ap¬
preciate word plays, puns and other
linguistic twists? Then get the ball
rolling, take the bull by the horns and
try Nord and Bert Couldn’t Make
Head or Tail of It by Jeff O'Neill. “In
a world that is hungry for some liter¬
ary humor, A+ states, “ Nord and Bert
is an entertaining and distinctive step
in the right direction.”
If you have ever had the itch to
really make a mountain out of mole¬
hill, then put your nose to the grind¬
stone with this collection of eight
short interactive fiction stories. Ob¬
serves inCider, “It's perfect for those
who are clever, intelligent, and quick¬
witted. On the other hand, it could be
a most humbling experience.” In Nord
and Bert, you learn that the town of
Punster is undergoing a linguistic cri¬
sis so severe that its citizens are un¬
able to communicate. It’s up to you to
save the day. Just watch out for the
large chocolate mousse standing in
the aisle of the Shopping Bizarre on
your way to visiting the Manor of
Speaking. And if getting the right
answer is like finding a needle in a
haystack, then the on-screen hints
should get you one leg ahead. Indeed,
as Newsday says, Nord and Bert is “a
hoot, really,” and as COMPUTE’S
Gazette confirms, “ Nord and Bert is
truly different, and that’s as sure as
little green apples.”
Plundered Hearts
And now for something completely
different—pirates, ripped bodices and
steamy passion are all yours for only
$14.95 in Amy Briggs’ 17th-century
tale of romance, Plundered Hearts.
The first interactive fiction title to
feature a woman as the main charac¬
ter, Plundered Hearts puts you in the
middle of a high seas adventure as
you sail to the West Indies to see your
ailing father for what might be the last
time. But can you resist the escalating
passion that you feel for the dashing
pirate Nicholas Jamison?
Men and women alike have hailed
Plundered Hearts as intriguing and
enjoyable. Commodore magazine
praises Amy’s rich storyline and con¬
siders her knowledge of the time pe¬
riod to be a contributing factor to the
intricate plot. But it warns, “Don't let
the fact that the main character is a
woman scare you away! Plundered
Hearts won my respect by not relying
on this gimmick and delivering a
challenging adventure with which to
pass the time.”
Computer Entertainer asserts,
“While women players of interactive
fiction have adapted, of necessity, to
playing male roles in adventures, now
it’s time for men to show their flexi¬
bility and assume a feminine role for a
change!” And Dan Gutman, syndi¬
cated columnist, found Plundered
Hearts to be “well written and fun to
play, romance novel or not. But I
must confess I felt a tad uncomfort¬
able kissing Captain Jamison.”
Hie year 1988 was a banner year for
the amalgam of companies making
up the board/strategy/fantasy role-
playing/war/hobby-gaming industry.
The two major conventions were, for
the first time, combined into one
mega-convention. GENCON, the
fantasy role-playing convention,
sponsored by TSR (makers of Ad¬
vanced Dungeons and Dragons,
among others) and ORIGINS, the
war gaming show, sponsored by
Avalon Hill (a leader in the field of
both non-computer and computer
war gaming) became GENCON/
ORIGINS 1988.
The show attracted over 10,000
fanatics and first-timers to the
MECCA in Milwaukee, where for a
weekend, gaming was king. Over
125 exhibitors attended, easily mak¬
ing this the biggest and the most
successful convention the industry
has ever seen.
While companies like TSR,
FASA, Avalon Hill, Games Work¬
shop, and Ral Partha Miniatures
ruled the show, strangely different
banners also adorned the exposition
hall—names like Infocom. Strategic
Simulations Inc. (SSI), Electronic
Arts, Atari, Commodore, Mind-
scape, New World Computing, Ori¬
gin Systems, and Computer Gaming
World appeared. Yes, computers and
computer gaming had merged into
the world of traditional gaming. Said
one computer professional, “Hey,
games is games. Whether you play
them alone, with friends, or on a
computer is only a difference in the
method. But in the end, games is
games.”
Perhaps the convergence of the
industries is the proof of this theory.
Infocom is releasing a computer
version of BattleTech. SSI has re¬
leased computer products for
AD&D. Origin Systems has its ver¬
sions of Auto Duel and Ogre. Gam¬
ers gave software products and com¬
puter gaming an overwhelmingly
positive reception. The computer
rooms were sponsored by Atari,
Commodore, and the Milwaukee
Area Commodore Enthusiasts
(MACE); they were continually
packed with people playing every¬
thing from Might and Magic, Pool
of Radiance, and Dungeon Master to
Earl Weaver Baseball, Universal
Military Simulator, and Jet.
But for Infocom, not only was the
convention a new market and a new
show, but it was also a homecoming
of sorts. Milwaukee is the original
home of the Zork User’s Group and
the birth place of this very magazine
(then the New Zork Times). Even
though neither Mike Dornbrook nor
his parents live there anymore, we
were received like hometown he¬
roes. (Just ask us about the Astor
Hotel—on second thought, don’t.)
The response of GENCON/
ORIGINS to BattleTech: The Cres¬
cent Hawk’s Inception was simply
stupendous. Crowds gathered from
aisles around whenever the familiar
beat of “The BattleBeast” (our pro¬
motional video) began. Everyone
wanted to be the first on their block
to find out what it would be like to
be Jason Youngblood. Plans have
already been made (by MACE) for a
BattleTech computer competition
during next year’s Con.
War is a way of life on 31st-century Pacifica
Continued from page 1
didn’t know what fate lay ahead when
Kuritan forces attacked the planet.
Now, eighteen years old and totally
alone, he's adrift within a war-ravaged
city, undertrained, and with only the
money he had saved as a student. Add
to this his being hunted and pursued
by the occupational forces and you'll
get the feeling of our new role-playing
game, BattleTech: The Crescent
Hawk's Inception. While the above
text is not from the game, it does give
you a taste of how you might feel
when you play it.
Based upon FASA's popular adven¬
ture board games of armored combat
in the 31st century, you are cast as
Jason Youngblood. Raised as a court
favorite (due to father's friendship
with the local duke), Jason is arrogant,
egotistical and vain. But suddenly he's
forced not only to survive on his own,
but to try to piece together the fate of
his father... and his father's loyal
guard.
While this storyline may seem to be
a reasonable premise for one of our
interactive fiction stories, walking into
BattleTech is a departure for the tradi¬
tional Infocom player. This is not an
interactive fiction story. This is a full-
fledged computer role-playing game
(RPG), complete with training and
experience, armour, weapons and
equipment acquisition, party building,
impressive graphics, and lots of com¬
bat. And, as an Infocom first, this
game is not text based! But this is not
standard RPG experience.
This is a game with all the depth
and richness you expect from Info-
coni, plus all the excitement of the
BattleTech universe.
Developed by Westwood Associ¬
ates, the wizards behind SSI's Phanta-
sie III and Epyx's Summer Games and
World Games, The Crescent Hawk's
Inception is a unique, animated, and
richly detailed game. The story in
BattleTech is more intriguing and
more in depth than that of any other
computer role-playing game.
One of the features that makes this
game unique is the addition of many
animated "outtakes" that appear at
various points throughout the game.
They are designed in the style of
"monga" or Japanese, comic books.
Whether you see the expressive face
of Jason or the explosive missile
launch from a Locust, the "outtakes"
will bring the story even more alive
and enrich your playing experience.
But the animated "outtakes" and a
rich storyline are only part of the ex¬
citement of the game. BattleTech: The
Crescent Hawk's Inception features
the largest playing area of any com-
Jason
Rex
Victor
Mansha 1
Emotive outtakes in the style of Japanese
"monga" comic books add extra visual ex¬
citement to our new role-playing game, Bat¬
tleTech: The Crescent Hawk's Inception.
Should Jason get into trouble you'll see this
look of fear and surprise in his eyes. The
artwork on the cover (right) is just part of
what you'll find inside.
question on the card inside the pack¬
age (and send it to us with shipping
and handling costs) and we'll send you
the figure that has been designed and
created especially for us and The
Crescent Hawk's Inception. Plus, in
your BattleTech: The Crescent
Hawk's Inception package you'll find
a spectacular poster and official Lyran
Commonwealth 'Mech and Weapons
Recognition Guide. And if you're
among the first to get your copy of
BattleTech, you'll get another real
prize: in a limited number of specially
marked packages, you'll find an au¬
thentic Crescent Hawk insignia pin!
Wear it proudly!
BattleTech: The Crescent Hawk's
Inception will be available in Novem¬
ber for the IBM and 100% compati¬
bles (supports CGA, EGA, VGA,
MCGA, and Tandy Graphics; 384K
RAM required), in February for the
Commodore 64/128, and in the Spring
for the Apple II series and Amiga.
Suggested retail price is $39.95 for the
Commodore 64/128 and $49.95 for all
other systems.
puter RPG. With over four million
(that's right, four million!) locations
which your party can visit, BattleTech
offers the player a huge territory in
which to explore and fight.
Combat, too, is of a scope befitting
such an exhilarating game. Whether
you are in your 'Mech (a 30-foot tall,
20-ton war-machine) or on foot, alone
or in the party you've assembled, com¬
bat is a frequent test of your skills and
nerves. Hand-to-hand combat weap¬
ons range from longbows and pistols
to vibroblades and laser rifles. But
seated in your 'Mech, you can fire off
laser blasts, infernos, and missiles.
War is a way of life in the 31st cen¬
tury, and armaments of destruction are
a way to survive in this harsh world.
If lots of tactical maneuvering and
strategic planning is not your thing,
BattleTech has an auto-combat capa¬
bility that lets your computer do the
planning and fighting for you. The
story, the discovery, the excitement,
however, are all still there.
And playing BattleTech couldn't be
easier on the fingers. Your numeric
keypad or arrow keys move you
around both your geography and your
menu choices. Joystick support will
be available on some versions.
There's an added bonus for winning
the game: should you be skillful
enough to discover the secretly hidden
'Mech that we've placed at the end of
the game, you can send for an exclu¬
sive, custom crafted Ral Partha Battle¬
Tech lead miniature. Just answer the
Andrew Speer
6 The Status Line Fall 1988
In Zork Zero, the prequel to the Zork Trilogy, you'll finally get a chance to try We've gotten more extravagant than Dimwit Flathead himself with our new
your hand a Double Fanucci. We have taken computer game graphics a step development system. Ordinary screens of text come to life with graphic
further by integrating graphic-oriented puzzles into Zork Zero. enhancements like these.
Computerdom’s most sacred barrier broken
Continued from page 1
generation parser, our friendliest ever.
Now it's easier for a novice to start,
and powerful enough for the experi¬
ence player.
Zork Zero includes our very popu¬
lar on-screen hints. In a development
made possible by our new graphics
system, Zork Zero also has complete
on-screen mapping. The puzzles
themselves range from simple to bog¬
gling. Finally, Zork Zero is laced with
that famous Meretzky humor you
loved so much in Planetfall, The
Hitchhiker's Guide to the Galaxy , and
Leather Goddesses ofPhobos.
The packaging lives up to our usual
standards. Start with a scrap of parch¬
ment containing a spell from the
secret notebooks of the great magician
Megaboz. Then, add a construction
blueprint from Rockville Estates, the
cave-bound condo complex that's tar¬
geted for Young Underground Profes¬
sionals. And top it off with a hand¬
some calendar, featuring excerpts
from "The Lives of the Twelve Flat-
heads" and illustrations by the great
painter, Leonardo Flathead. This cal¬
endar is from the year 883 GUE, but
(by an incredible coincidence) it is
also perfectly usable as a 1989 calen¬
dar.
From the exciting prologue, where
you come face to face with Lord Dim¬
wit Flathead the Excessive, to the
climactic epilogue, where you meet
the most powerful wizard ever to set
foot on the soil of Quendor, Zork Zero
has something for everyone, and
promises to be the best offering yet
from the Master Storytellers.
Zork Zero will be released in Octo¬
ber on the Apple Macintosh, support¬
ing both color Mac II and regular
black and white Macs, and will retail
for $59.95. Watch upcoming issues
for details on other computer versions.
Stuck in the cellar? Frustrated by the Pheehelm?
After interviews with thousands of Beyond Zork
players and many days of detailed statistical analy¬
sis, we have selected these two puzzles as winners
of our “Most Likely To Cause Irate Adventurers
To Axe Their Computers After Endless Hours Of
Agonized Frustration” Award, By popular demand,
this issue of The Status Line features these tricky
puzzles from Beyond Zork. The hints for each puz¬
zle slowly lead you through the solution. To read
the coded portion (in boldface), simply count for¬
ward one letter; “A” becomes “B”, “Z” becomes
“A”, etc.
The Cellar
The cellar is a fairly difficult area of the game,
yet it must be completed early in order to reach
other areas. The first thing you need is a light
source. Notice the mzld of the szudqm? Take the
qtrsx kzmsdqm from the szudqm’r rhfm.
Can’t get the light to last long enough? If only
you had some way of recharging it. While holding
the kzmsdqm, qdzc the Rbqnkk ne
Qdeqdrgldms, found at the anssnl of the rszhqr.
Now to explore. You’ll need a weapon to dis¬
patch the rat ant and discipline the crab; the dagger
should do. Jhkkhmf sgd bqza should give you the
shmx bqnvm. The skeleton should be easy to kill,
and don’t forget to take its zltkds. Make sure to
rdzqbg the ohkd ne rdzrgdkkr.
Hmmm. The stack of barrels looks interesting,
VisiClues: Hints
for Beyond Zork
doesn’t it? If you’re too clumsy to climb it you
may have a problem. Luckily, there is something in
the cellar which can hmbqdzrd your cdwsdqhsx.
Read your Book of Lore. Still stumped? Rptddyd
the lnrr.
Okay, you’ve climbed the barrels and gotten the
vhmd ansskd. Now you just need to get out, but
someone has shut the door. Fortunately, you have a
way to get through the door. Have you noticed
those rsqzmfd fqddm qtmdr on the zlt-kds? They
are obscured by qdc rvhqkr. You need to find a
way to ehksdq nts the qdc rvhqkr. Try knnjhmf
zs sgd zltkds sgqntfg sgd vhmd ansskd.
Now vdzq the zltkds and qdzc its vnqc ne
onvdq. What happens? Use that dwsqz rsqdmfsg
to rlzrg the cnnq and drbzod!
The Pheehelm
Getting the Pheehelm is the most difficult puz¬
zle in the end part of Beyond Zork. The famed
Pheehelm is an ancient helmet, rumored to possess
magic powers of intelligence. It lies north of the
River Phee, among the ruins.
However, it’s not easy to find. Perhaps some
magic would help. Notice the zqbgvzx in the ru¬
ined plaza. Have you found any other object which
has a similar shape? The gntqfkzrr, which can be
antfgs with the Bqnbnchkd’r Sdzq at the Lzfhbj
Rgnood, is the key object. Rszmc tmcdq the zqbg
and ekho the gntqfkzrr. Lo and behold, you can
now lnud azbjvzqcr zmc enqvzqcr hm shld! Ex¬
plore the scenery a little.
In the era of the battleground, the Pheehelm
falls off the dying prince’s head and rolls into a
trench. His horse then falls in, blocking it. Try to
find a way to lnud sgd gnqrd. Can’t do it? Well,
don’t worry, because hs’r hlonrrhakd. Maybe you
can chf hs nts. But you are not very good at
chffhmf. Perhaps you can ehmc z adssdq chffdq
to help you. Try the Ihmw.
So, you brought the lhmw back in time, but she
didn’t dig up the helmet. Give her some incentive!
Try putting a xtllx bgnbnkzsd sqteekd in the
trench too. But the ground is too hard to dig here.
You’re stuck. But wait! You have the onvdqr ne
shld! Maybe you could go to a cheedqdms dqz,
when the fqntmc hr rnesdq. Try the
Cdrnkzshnm.
The lhmw still didn’t dig up the Pheehelm?
Perhaps the sqteekd ldksdc—after all, it’s been a
few thousand years. You can’t find any bgdlhbzk
oqdrdquzshudr in this game. But there is a lzfhb
oqdrdquzshud: the Onnk ne Dsdqmzk Xntsg.
Cho z sqteekd hm sgd onnk. Then try again.
Fall 1988 The Status Line 7
The Governor of Montana
Montana Governor Ted Schwinden picks up another vote for his 1996 re-
election by posing with our contest winner, Jordan Anderson.
Head of State Photo Contest winner
Since we announced our Great Wall of China Photo Contest, we have re¬
ceived over 25 photos of fans holding their favorite games on that famous
landmark. So we figured we would have no problem with our next photo
contest, The Head of State.
We did receive many good gags, but by the time we had to go to press
we had received only one real photo—this photo of Infocom fan Jordan
Anderson and the Governor of Montana, Ted Schwinden. Jordan cleverly
stated in his letter “I Suspect that I’m the only entrant to have a picture
taken with the Governor of Montana!”
So we’ll give you another chance. Get out there and find Baby Doc and
Marcos. Send your entries to Castro Candids, do Infocom, 125 Cam-
bridgePark Drive. Cambridge, MA 02140. And don’t forget to buy an extra
roll of film for our Elvis Impersonator Photo Contest.
How I got the Babel Fish
Eric Blumrich
Puzzle Number 19
And now for something completely different a puzzle that has nothing to do with
any Infocom games! (Except that it’s similar to the sort of puzzles you might run
into in one of our interactive stories.)
The 12 sentences below all share the same unusual feature — except for two
of them. To answer the puzzle, just give us the two numbers of the sentences
which don’t fit the pattern. Okay, you’re on your own — and there are no In-
visiClues to help you out!
We’ve left room on the answer form for you to include the reasoning behind
your answer, but that’s simply for your amusement and ours. Only the two num¬
bers will matter toward the correctness of your entry.
1) The earnest tenant took Karl’s spigot to our ruined dacha.
2) Five eager runners sent their red designer robes swinging gaily.
3) My yellow wig gives Sarah horrible earaches.
4) Dora and Dave evicted Dagbert the elf from my yard.
5) Mice and cats often race below fleecy clouds.
6) No one eats Sally's stew without tongs.
7) Your razor replacement thundered dryly yesterday.
8) Andrew was singing graceful little enchantments.
9) The overcoats fret beside badly mangled hooks.
10) Weather robots stop people even next to oceans.
11) Never replenish his silver reading glasses.
12) The ego of frozen Norwegians seems stable.
r— — — — — — — — — — — — — — — — — — — — — — — — — — — —n
I Puzzle #19 Entry Form |
| ANSWER: _ |
YOUR REASONING (optional):
Name:
Address:
• T-shirt size (S, M, L, XL) _ .
I Rules I
I 1. All entries must be postmarked by January 31, 1989. (Entries from out- I
I side the U.S. and Canada must be postmarked by March 31, 1989.) 2. I
I Entries must be on this form or a photocopy of this form. 3. There is a limit I
I of one entry per person. 4. Iodized salt helps prevent thyroid problems. 5. I
I All entries must be mailed separately. 6. Up to 25 prizes will be awarded. If I
| more than 25 correct entries are received, a drawing will determine the win- |
| ners. 7. Void where prohibited by law or mother-in-law. j
j Prize |
I The New Zork Times Puzzle Winner T-Shirt (The Status Line Puzzle was !
I called The New Zork Times Puzzle back when The Status Line was called 1
| The New Zork Times). j
j Mail To |
| Infocom, Inc. j
I The Awesomely Wonderful Puzzle Editor i
a 125 CambridgePark Drive i
j Cambridge, MA 02140 i
L_ __________________________ _J
8 The Status Line Fall 1988
Customer Support
In this world of constant change, we
are forever improving our products to
adapt to new hardware. We also occa¬
sionally find a bug that even gets by
our super-duper Testing Department.
The following information might help
you if your newest game doesn't
seem to be working right. Send all
inquiries and disks to: Infocom, 125
CambridgePark Drive, Cambridge,
MA 02140, Attention: Customer Sup¬
port. Or call us at (617) 576-3190.
Beyond Zork on the IBM - IBM
users may be having problems with
some EGA cards, using a Microsoft
mouse, or saving and restoring on
PCjr’s or Tandy's with 256K of
memory. We have an updated version
of Beyond Zork which corrects all of
these problems. Simply send us your
original disk with a letter explaining
exactly the problem you’re encoun¬
tering and the hardware you're using.
We’ll have a free upgrade out to you
in a jiffy. (Sherlock also suffers from
the same save/restore problem. We’ll
upgrade that free for you too!)
Sherlock, Border Zone, Solid
Gold Zork I, and Solid Gold Hitch¬
hiker’s on the Commodore 64/ 128 -
Many people encountered save/ re¬
store problems with our first release
of these games. We have released a
new version which will save and re¬
store with no problem. Send your
original disk and a note outlining
your problem. We’ll send you a free
upgrade.
Macintosh and the HFS - All In¬
focom games for the Macintosh with
an interpreter before “G” do not rec¬
ognize the hierarchical file system.
(You can find out which interpreter is
on your disk by typing: $VERIFY
while in the game.) Therefore you
cannot save/restore to the hard disk or
an 800K disk. In this case you can
either save to a single-sided disk
(400K), or send in your original for a
free upgrade.
Infocomics - Lane Mastodon on
the Apple II Series only - Make sure
your CAPS LOCK key is down to use
your advance, reverse, and bookmark
keys. This is not necessary for other
Infocomics on the Apple.
Infocomics on the IBM - IBM
versions of Infocomics are 5 1/4”
disks and can only be booted from the
A: drive. They also cannot be copied
to a hard disk. So if your A: drive is 3
1/2”, you will NOT be able to run In¬
focomics.
Note to Cornerstone Users - In this
season of lightning storms make sure
you always keep a good set of
BACKUP ALL FILES of your data¬
base through Cornerstone’s UTILI¬
TIES feature. We’ve had an increase
in calls about damaged databases due
to the weather which can only be
fixed by RESTOREing a good work¬
ing BACKUP or starting the database
over from scratch. Remember,
BACKUP SINGLE FILE will NOT
do the trick.
Egghead eggcerpted our contest
Eggads! In our Winter/Spring 1988
issue of The Status Line we requested
photographs of people at landmarks
holding one of our games, and we
even promised a free set of games to
the first person to send a photo of
themselves on the Great Wall of
China. We’ve received over 25 en¬
tries. Months later, while flipping
through the July/August issue of Egg¬
head Discount Software's Egghead
Magazine looking for ideas to steal,
Infolnformant Lori Hornung discov¬
ered they had in fact stolen one of our
ideas! Glaring at her from page 27
was their “Eggheads Everywhere”
contest which asks readers to send
photos of themselves wearing Egg¬
head clothing in “eggzotic” locations.
And where was the example photo¬
graph taken from? That’s right, from
atop the Great Wall of China.
Well, to address our retailing
chums in their own witty diction:
What’s your eggscuse for this egg-
cess, this des-egg-cration of that pillar
of journalism, that media chef-
d’oeuvre, The Status Line Landmark
Photo Contest? That’s right, I’m egg-
cusing you of arregg-ance, of eggbez-
zling our brain-child, of n-egg-lecting
to credit our inspiration. Remember,
it’s just a yolk!
Rome, Italy
Throwing Infidel to the lions? Tina Merola of Downers Grove, III. con¬
vinced her dad to pose with a copy of Infidel in the Colosseum in Rome.
Don’t forget the camera and Beyond Zork!
Planning to visit Mount Rushmore anytime soon? Don't forget to bring
along a copy of your favorite Infocom game and a camera whenever you go
on vacation. If we use your photo, you’ll receive a free game. Send your
color slides or prints (no more black and white—see page 2) to: Landmark
Photo, Infocom, Inc., 125 CambridgePark Drive, Cambridge, MA 02140.
inFocom
P.0. Box 8123
San Francisco, CA 94128
BULK RATE
U.S. POSTAGE
PAID
Permit No. 15341
Los Angeles, CA.
© BUY 4
GET 1 FREE!
BUY ANY 4 TITLES... AND QUALIFY FOR 1 OF J|
THE “BONUS GIFT” TITLES IDENTIFIED BY THE
NEW
BATTLETECH®: THE CRESCENT
HAWK’S INCEPTION™
War is the way of life through¬
out the Human Sphere in the
31st century. You, 18-year-old
Jason Youngblood, are training
to be one of the elite warriors,
waging battle in 20-ton death
machines called BattleMechs.
But your education is violently interrupted by an
enemy invasion, and then you’re on your own to
save your planet and your life.
BattleTech challenges your combat strategy
skills, and lets you explore the more than 4 million
individual locations of the game. Exciting graphics
and animation show you everything, from your
BattleMech s status to your immediate geography
to closeups of the action, Learn strategy and accu¬
mulate supplies at ‘The Arena,” a gladiatorial mod¬
ule you can play again and again. BattleTech is a
fully-integrated part of FASA’s BattleTech universe.
(Requires CGA, EGA, VGA, MCGA or Tandy graph¬
ics and 384K.)
ITEM #1225 IBM $49.95
NEW
QUARTERSTAFF™:
THE TOMB OF SETMOTH™
Enmeshed in the roots be¬
neath a large and ancient oak
tree lies the labyrinth home of
the peaceful Tree Druids. But
that quiet colony, now deserted,
hides the Dreadful secret of the
Druids' sudden disappearance.
Parties of brave adventurers have gone in search of
the key to the mystery—and no one has returned.
Now you, and anyone you can find to help, are the
Druids' last hope. It is your turn to descend into
the dark, twisting underground caverns to discov¬
er the fate of the Druids.
When first developed, this fantasy role-playing
game received a four-mouse rating from Mac User
and a perfect five-star rating from Dragon Maga¬
zine. Now we've added a little Infocom magic, plus
a spectacular Macintosh interface with realistic
sound, sparkling color and black and white graph¬
ics, hierarchical menus, context-sensitive on-screen
hints, and a dynamic map window. (Requires
MacPlus, SE or II with 1 Meg of RAM. Color re¬
quires Mac II with 2 Meg of RAM and 16-color
Video Card.)
ITEM #1223 Macintosh $49.95
NEW!
ZORK® ZERO
Travel hack through the mists of
time to Dimwit Flathead’s court in
the very last hours of the Great
Underground Empire, where you
witness the powerful curse of
Megaboz. You wake up years later
as one of your own descendents
(isn't fantasy wonderful?) and embark on an adven¬
ture that tells the story behind the story of the clas¬
sic Zork Trilog}!. Larger than any previous Infocom
story, Zork Zero is bursting with dastardly graphi¬
cal puzzles, maniacal riddles, and more challenge
than the other Zorks combined. An amazing and
aggravating court jester pops up when least ex¬
pected to tease and test you, and he takes your
gaming skills to the limit in a devilish round of
Double Fanucci. We keep the adventure going
with on-screen hints, a friendlier parser, and on¬
screen maps. Zork Zero is the creation of the de¬
ranged Steve Meretzky. (Supports color on Mac II.)
ITEM #1224 Macintosh $59.95
ZORK® TRILOGY™
ZORK® I
Infocom’s 3 most popular sto¬
ries together at last! Your quest
for the fabulous Treasures of Zork
takes you further and further into
the Great Underground Empire.
You’ll come to expect the unex¬
pected—such as the Wizard of
Frobozz who specializes in materializing at odd
moments and casting bothersome spells.
As the force of the Dungeon Master draws you
deeper into his mysterious inner sanctum, nothing
is as it seems. You’ll need to summon all your cour¬
age and wisdom to prove yourself worthy of the
Master’s Great Secret—and of life itself.
ITEM #1356
C64/128
$44.95
ITEM #1357
Apple II
$49.95
ITEM #1358
IBM
$49.95
ITEM #1359
Amiga
$49.95
ITEM #1360
Macintosh
$49.95
ITEM #1361
Atari ST
$49.95
ITEM #1362
Atari XL/XE
$44.95
ITEM #1363
InvisiClues ™
$12.95
BEYOND ZORK™
Dread times have befallen the
Kingdom of Quendor. The wiz¬
ards have mysteriously disappear¬
ed and vicious monsters haunt the
streets and wastelands. Now it
falls on you, a lowly peasant, to
unravel the meaning behind these
ominous events.
You start by designing your own character,
blending attributes such as strength, endurance,
compassion and luck. Your search for the answer
will lead you deep underground, where unspeak¬
able monsters guard the world's most fabulous
treasure—the fabled Coconut of Quendor. Includes
on-screen map. Written by Brian Moriarty. (All ver¬
sions require at least 128K. Macintosh and Amiga
versions require 512K. IBM version requires 192K.)
W Zork I is “the program which all
other computerized adventures
are judged.’’—Playboy. In this story,
a great starting point for first-time
players, you travel into the Great
Underground Empire in search of
the fabulous Treasures of Zork.
All versions except Atari XL/XE, Atari ST and Amiga
include on-screen hints. Written by Marc Blank and
Dave Lebling. (Apple II and IBM versions require
128K. Macintosh version requires 512K.)
ITEM #1490
C64/128
$14.95
ITEM #1491
Apple II
$14.95
ITEM #1492
IBM
$14.95
ITEM #1493
Amiga
$14.95
ITEM #1494
Macintosh
$19.95
ITEM #1495
Atari ST
$14.95
ITEM #1496
Atari XL/XE
$14.95
ITEM #1497
InvisiClues ™
$7.95
ZORK® II
ffltgg Journey to a long hidden region
ot the Great Underground Empire,
dominated by the frivolous Wiz¬
ard of Frobozz. Exiled years be¬
fore, the befuddled Wizard is still
a force to be reckoned with, mate¬
rializing at odd moments to cast
bothersome spells. There are many curiosities to
explore in his realm, including the garden of an
elusive Unicorn and a maze of Oddly-Angled
Rooms. Written by Dave Lebling and Marc Blank.
ITEM #1526
C64/128
$14.95
ITEM #1527
Apple II
$14.95
ITEM #1528
IBM
$14.95
ITEM #1529
Amiga
$14.95
ITEM #1530
Macintosh
$14.95
ITEM #1531
Atari ST
$14.95
ITEM #1532
Atari XL/XE
$14.95
ITEM #1533
InvisiClues ™
$7.95
ITEM #1326
C128
$44.95
ITEM #1327
Apple II
$49.95
ITEM #1328
IBM
$49.95
ITEM #1329
Amiga
$49.95
ITEM #1330
Macintosh
$49.95
ITEM #1331
Atari ST
$49.95
ITEM #1222
Apple II GS
$49.95
ITEM #1332
InvisiClues ™
$9.95
LEATHER GODDESSES OF PHOBOS®
p “Leather Goddesses ofPhobos is
*n uproarious role-playing romp
that heralds a new breed of com¬
puter games.”—Newsweek
How did you, a regular at Joe’s
Bar in Upper Sandusky, Ohio, end
up on a Martian Moon? What
delights await you in the luxurious chambers of
the Harem? Can you stop the Leather Goddesses’
fiendish plot to turn the Earth into their own per¬
sonal sex playground?
Find these answers and more in this titillating
romp through the solar system. Leather Goddesses
ofPhobos features three levels of play, (Tame, Sug¬
gestive and Lewd) to satisfy all appetites. Written
by Steve Meretzky. All versions but Atari XL/XE,
Atari ST and Amiga include on-screen hints. (Apple
II and IBM versions require 128K. Macintosh ver¬
sion requires 512K.)
ITEM #1364
C64/128
$14.95
ITEM #1365
Apple II
$14.95
ITEM #1366
IBM
$14.95
ITEM #1367
Amiga
$14.95
ITEM #1368
Macintosh
$19.95
ITEM #1369
Atari ST
$14.95
ITEM #1370
Atari XL/XE
$14.95
ITEM #1371
InvisiClues™
$7.95
ZORK® III
For the ultimate test of your wis-
'"¥lom and courage, the Dungeon
Master draws you into the deepest
and most mysterious reaches of
the Great Underground Empire.
Nothing is as it seems—and the
Dungeon Master embodies the
greatest mystery of all. To finish the story, you’ll
need to discover why you are in the perilous ruins
of the empire and what you are supposed to be
doing there. Written by Marc Blank and Dave
Lebling.
ITEM #1554
C64/128
$14.95
ITEM #1555
Apple II
$14.95
ITEM #1556
IBM
$14.95
ITEM #1557
Amiga
$14.95
ITEM #1558
Macintosh
$14.95
ITEM #1559
Atari ST
$14.95
ITEM #1560
Atari XL/XE
$14.95
ITEM #1561
InvisiClues™
$7.95
CORNERSTONE™
Control is the key to maximum productivity
with any information management system and
Cornerstone gives you full control from start to
finish. Cornerstone is as easy to learn as it is to
use. The on-line help system is sensitive to
your immediate needs and the unique options
key lets you know what you can do next. “For
sheer value and power, we have to give the top
rating to Cornerstone."— InfoWorld. (Requires
384K Memory, 2 Floppy Disk Drives or 1
Floppy and 1 Hard Disk Drive, and PC-DOS 2.0,
2.1, 3.0 or 3.1.)
ITEM #1416 IBM $29.95
# BUY 4... GET 1 FREE!
BUY ANY 4 TITLES... AND QUALIFY FOR 1 OF
THE “BONUS GIFT” TITLES IDENTIFIED BY THE
INFOCOMICS™ All the Fun of Comic Books on Your Computer!
This new dimension in entertainment software brings
comic books to life on your computer. But because
it’s an Infocomic, there’s much more. The panels of an
Infocomic use sounds and exciting cinematic effects to
bring the colorful graphics to life and draw you into
the action. You’ll even get to see the story unfold from
the perspective of each of the main characters. (Apple
II version requires 128K Memory, IBM version requires
256K Memory and Color
Graphics Card. Not available for IBM PCjr.)
LANE MASTODON™ VS THE
BLUBBERMEN
Lane Mastodon, accountant turned superhero,
save humanity from the Blubbermen of Jupiter in
this cornball spoof of 1930's space operas!
ITEM #1301 C64/128 $12.00
ITEM #1302 Apple II $12.00
ITEM #1303 IBM $12.00
ZORK® QUEST:
ASSAULT ON EGRETH CASTLE
Set in the fabulous world of Zork, a magic amulet
leads a small caravan of travelers to mysterious
Egreth Castle, the moldering lair of trolls, hobgob¬
lins, night gaunts and a diabolical wizard.
ITEM #1307 C64/128 $12.00
ITEM #1308 Apple II $12.00
ITEM #1309 IBM $12.00
HOLLYWOOD HIJINX™
Your Uncle Buddy Burbank
^famous Hollywood producer)
and his wife, Hildegard have
passed away. And lucky you
have inherited their mansion,
filled with a lifetime of Holly¬
wood memorabilia. But there’s
one stipulation—you can only
claim your booty if you find the treasures hidden
throughout the sprawling estate in one short night.
“You can’t help but be entertained.”—Analog
Computing
C64/128
Apple II
IBM
Amiga
Macintosh
Atari ST
InvisiClues ™
$14.95
$14.95
$14.95
$14.95
$14.95
$14.95
$9.95
A soldier of fortune by trade,
you’ve come to the Egyptian
desert in search of a great lost
pyramid. Now you’ve been ma¬
rooned by your workers and
must struggle along to locate
and enter the tomb, decipher its
hieroglyphics and unravel its mysteries. Death licks
at your heels as you race to the shattering climax of
this match of wits between you and the most in¬
genious architects, builders and murderers of all
GAMMA FORCE™ IN THE PIT OF
A THOUSAND SCREAMS
This exciting superhero series features a Water-
beast of indomitable strength, a Human gifted with
flight and future visions and an elfin Princess of
unearthly power. See the origins of the trio as they
team-up to free their planet from an evil overlord
and his Pit of a Thousand Screams.
ITEM #1304 C64/128 $12.00
ITEM #1305 Apple II $12.00
ITEM #1306 IBM $12.00
ZORK® QUEST:
THE CRYSTAL OF DOOM
The second in this fantasy series.
ITEM #1562 C64/128 $12.00
ITEM #1563 AppleII $12.00
ITEM #1564 IBM $12.00
BALLYHOO™
The circus is a place where
r dreams come true. At least, that’s
what you think... until you get
behind the scenes. Beyond the
spangles lies a seedy world of
deception and crime. Exploring
the tattered corners of the circus
lot, you learn that the owner's daughter has been
kidnapped. Good Samaritan that you are, you de¬
cide to find her. But watch your step. Or the kid¬
napper will set you up for a permanent slot in the
freak show. A unique puzzle-oriented mystery.
ITEM #1408 C64/128 $14.95
ITEM #1409 Apple II $14.95
ITEM #1410 IBM $14.95
ITEM #1411 Amiga $14.95
ITEM #1412 Macintosh $14.95
ITEM #1413 Atari ST $14.95
ITEM #1414 Atari XL/XE $14.95
ITEM #1415 InvisiClues™ $7.95
SEASTALKER®
Journey through a suspenseful
^undersea world in your own
submarine, the Scimitar. Never
mind that it hasn’t been tested in
deep water. As an undersea ex¬
plorer and renowned inventor,
you’re used to taking risks. When
the alarm sounds at the under sea research center,
you must learn to operate and pilot the submarine
in time to save the center from a menacing sea
THE HITCHHIKER’S GUIDE TO
THE GALAXY™
I Who better to guide you
[trough the Hitchhiker’s Guide
than the man who created the
concept and wrote the famous
books and radio scripts? Douglas
Adams himself recreates the
Hitchhiker universe and sets
you free to roam at will. Of course, once Earth is
demolished for an interstellar bypass, freedom’s
just another word for nothing left to lose. But chin
up, you’re headed for a hilarious series of interga-
lactic misadventures. So grab a pint of bitter and a
couple for the road and join Ford Perfect, Trillian
and friends on a cosmic jaunt into the outer
reaches where anything can—and does—happen.
Written by Steve Meretzky. All versions except
Atari XL/XE, Atari ST and Amiga include on-screen
hints. (Apple II and IBM versions require 128K.
Macintosh version requires 512K.)
ITEM #1538
C64/128
5 14.95
ITEM #1539
Apple II
$ 14.95
ITEM #1540
IBM
$ 14.95
ITEM #1541
Amiga
$ 14.95
ITEM #1542
Macintosh
$ 19.95
ITEM #1543
Atari ST
$ 14.95
ITEM #1544
Atari XL/XE
$ 14.95
ITEM #1545
InvisiClues ™
57.95
PLANETFALL®
Award-winning and ever-pop-
"ular Planetfall, Steve Meretzky’s
first interactive fiction story, was
called “just about worth the pur¬
chase of a computer” by Mem¬
phis Magazine. As the story be¬
gins 120 centuries in the future,
you’re a lowly deck-swabber in the stellar patrol.
Then your ship explodes and you’re jettisoned on a
mysterious deserted planet. Luckily you have Floyd,
a multipurpose robot with the personality of a mis¬
chievous 8-year-old who easily takes the prize for
the best-loved Infocom character. Includes on¬
screen hints. (Apple II and IBM versions require
128K. Macintosh version requires 512K.)
ITEM #1565 C64/128 $14.95
ITEM #1566 Apple II $14.95
ITEM #1567 IBM $14.95
ITEM #1568 Macintosh $14.95
A MIND FOREVER VOYAGING™
It’s 2031. The world is on the
brink of chaos. In the United
States of North America, our lead¬
ers have developed The Plan for
Renewed National Purpose. Will
The Plan ensure peace and pros¬
perity? Or will it set the earth on
a suicide course to destruction? As the world’s first
conscious, intelligent computer, only you have the
ability to enter a simulation of the future and test
The Plan’s effectiveness. “A.M.F.V. isn't 1984, but
in some ways it’s even scarier”—Newsweek. Writ¬
ten by Steve Meretzky. (All versions require at least
128K. Macintosh and Amiga versions require 512K.)
time—the ancient Egyptians.
monster.
ITEM #1546
C128
5 14.95
ITEM #1384
C64/128
59.95
“Though pitched to the younger set, Seastalker
ITEM #1547
Apple II
$ 14.95
ITEM #1385
Apple II
59.95
can just as easily enthrall an oldster.”
—People
ITEM #1548
IBM
$14.95
ITEM #1386
IBM
59.95
ITEM #1447
C64/128
59.95
ITEM #1549
Amiga
$14.95
ITEM #1387
Amiga
59.95
ITEM #1448
Apple II
59.95
ITEM #1550
Macintosh
$ 14.95
ITEM #1388
Macintosh
59.95
ITEM #1449
IBM
59.95
ITEM #1551
Atari ST
$ 14.95
ITEM #1389
Atari ST
59.95
ITEM #1450
Amiga
59.95
ITEM #1553
InvisiClues ™
57.95
ITEM #1390 Atari XL/XE
ITEM #7391 InvisiClues ™
59.95
57.95
ITEM #1451
ITEM #1452
ITEM #1453
ITEM #1454
Macintosh
Atari ST
Atari XL/XE
InvisiClues ™
59.95
59.95
59.95
57.95
TO ORDER OR ASK A QUESTION, CALL TOLL-FREE 800-227-6900
SPECIAL OFFER
Buy Hitchhiker’s Guide to the Galaxy, Planetfall
and A Mind Forever Voyaging in the Science
Fiction Classics™ Package for only $29.85.
(Does not include on-screen hints.)
A savings of $15.00!
ITEM #1534 C64/128 ITEM #1535 Apple II
ITEM #1536 IBM ITEM #1537 Macintosh
© BUY 4
GET 1 FREE!
BUY ANY 4 TITLES... AND QUALIFY FOR 1 OF J|
THE “BONUS GIFT” TITLES IDENTIFIED BY THE
THE WITNESS*
February 1938. Los Angeles.
™ FDR's New Deal is rolling. Hit¬
ler’s rolling, too; this time through
Austria. But as Chief Detective for
a quiet burgh on the outskirts of
L.A., you’ve got other fish to fry.
One gilt-edged society dame is
dead. And now it looks like some two-bit drifter is
putting the screws to her multi-millionaire old
man. Then you step in, and the shakedown turns
ugly. You're left with a stiff and a race against the
clock to nail your suspect... unless you get nailed
first.
ITEM #1498
C64/128
$9.95
ITEM #1499
Apple II
$9.95
ITEM #1500
IBM
$9.95
ITEM #1501
Amiga
$9.95
ITEM #1502
Macintosh
$9.95
ITEM #1503
Atari ST
$9.95
ITEM #1504
Atari XL/XE
$9.95
ITEM #1505
InvisiClues ™
$7.95
SUSPECT*
p|At an elegant costume ball, you
mingle with bluebloods and
power brokers. It’s a delightful
evening —until you go from un¬
suspecting newspaper reporter to
murder suspect. It takes all your
newspaper skills of observation,
deduction and interrogation to come up with the
proof of your innocence. Don't dally over the
champagne—you only have ‘til morning. Written by
Dave Lebling.
ITEM #1506
C64/128
$14.95
ITEM #1507
Apple II
$14.95
ITEM #1508
IBM
$14.95
ITEM #1509
Amiga
$14.95
ITEM #1510
Macintosh
$14.95
ITEM #1511
Atari ST
$14.95
ITEM #1512
Atari XL/XE
$14.95
ITEM #1513
InvisiClues ™
$7.95
MOONMIST™
g More ghosts haunt the misty
^eacoast and stone ramparts of
Cornwall than any place on earth.
One such soul roams Tresyllian
Castle. You arrive at the castle in
response to an urgent plea from
your friend. Her life is threatened
and the culprit seems to be the ghost. You'll meet
an eccentric cast of characters as you hunt down
the phantom and search for secret treasures.
Moonmist has four variations, each with a different
guilty party, hidden treasure and hiding place.
ITEM #1514
C64/128
$14.95
ITEM #1515
Apple II
$14.95
ITEM #1516
IBM
$14.95
ITEM #1517
Amiga
$14.95
ITEM #1518
Macintosh
$14.95
ITEM #1519
Atari ST
$14.95
ITEM #1520
Atari XL/XE
$14.95
ITEM #1521
InvisiClues ™
$7.95
SPECIAL OFFER
Buy The Witness, Suspect and
Moonmist in the Classic Mystery
Library™ Package for only $29.85.
A savings of $10.00!
ITEM #1534 C64/128 ITEM #1535 Apple II
ITEM #1536 IBM ITEM #1537 Macintosh
LOWEST PRICE EVER!
STATIONFALL™
Planetfall has long been a favor-
**Tte of Infocom fans. Now Floyd is
back in the boffoid sequel!
Since your incredible heroics in
Planetfall, things have hardly
changed at all. Life in The Stellar
Patrol is still a bore. Today’s thrill¬
ing assignment: travel to a space station to pick up
some trivial forms. Arriving at the space station,
you find it strangely deserted with a spooky alien
ship resting in a dock bay. Luckily, Floyd is on hand
to help you identify and overcome the dangerous
forces at work. But then, even he begins acting
oddly... written by Steve Meretzky
ITEM #1341
C64/128
$14.95
ITEM #1342
Apple II
$14.95
ITEM #1343
IBM
$14.95
ITEM #1344
Amiga
$14.95
ITEM #1345
Macintosh
$14.95
ITEM #1346
Atari ST
$14.95
ITEM #1347
Atari XL/XE
$14.95
ITEM #1348
InvisiClues ™
$9.95
BORDER ZONE™
Where the Iron Curtain divides
Tiast and West, the frontier is a no¬
man’s land between freedom and
captivity. In Border Zone, you
cross this barrier not once, but
three times—as an easy-going
American businessman, an
ambitious young American Spy and a and a ruthless
KGB agent—in this fast-paced story of international
intrigue.
The pulse-pounding tension of espionage is
heightened by the addition of real time, which
ticks on regardless of your actions. As you race
against the clock to complete your missions, you’ll
find yourself caught up in an incredibly suspense¬
ful and spine-tingling adventure. Includes on¬
screen hints. (All versions except C64/128 require
at least 128K. Macintosh version requires 512K.)
ITEM #1322 C64/128 $34.95
ITEM #1323 Apple II $39.95
ITEM #1324 IBM $39.95
ITEM #1325 Macintosh $39.95
BORDER
ZONE
tt
—E
SUSPENDED*
Winner of numerous accolades
nd awards—your library is in¬
complete without this highly
challenging game.
You awake from a cryogenic
suspension when an earthquake
destroys the systems of the under
ground complex you inhabit. You’re the only one
capable of putting things right, but you must do so
from within your cyrogenic capsule, commanding
your six robots to perform actions for you.
ITEM #1439
C 64/128
$9.95
ITEM #1440
Apple II
$9.95
ITEM #1441
IBM
$9.95
ITEM #1442
Amiga
$9.95
ITEM #1443
Macintosh
$9.95
ITEM #1444
Atari ST
$9.95
ITEM #1445
Atari XL/XE
$9.95
ITEM #1446
InvisiClues ™
$7.95
For your convenience in placing an order or
asking a question
CALL TOLL-FREE
(800) 227-6900
Monday-Friday 6AM-6PM
Saturday 9AM-4PM Pacific time
SHERLOCK: THE RIDDLE OF THE
CROWN JEWELS™
Travel back in time to Victorian
ondon, where the city is bustling
with preparations for Her Maj¬
esty’s Golden Jubilee. But, unbe¬
knownst to the celebrants throng¬
ing the city, a crisis has arisen: the
Crown Jewels have been stolen
from the Tower of London. If they’re not recover¬
ed before the festivities begin, the theft will be
exposed and the government will fall into interna¬
tional disgrace.
Use your wits, intuition and a myriad of clues to
solve the riddles and piece together the mystery.
Includes on- screen hints. (All versions except
C64/128 require at least 128K. Macintosh and
Amiga versions require 512K.)
ITEM #1316
C64/128
$34.95
ITEM #1317
Apple II
$39.95
ITEM #1318
IBM
$42.95
ITEM #1319
Macintosh
$39.95
ITEM #1320
Amiga
$39.95
WISHBRINGER
“There’s no better introduction
'*To the richness of adventure¬
gaming experience than this beau¬
tiful, imaginative game.”—inCider
When the story begins, your life as
a postal clerk in the seaside village of
Festeron, is quite ordinary. But
when you’re asked to deliver a strange envelope to
the outskirts of town, things become quite extraordi¬
nary. All versions except Atari XL/XE, Atari ST and
Amiga include on-screen hints. Written by Brian
Moriarty. (Apple II and IBM versions require 128K.
Macintosh version requires 512K.)
ITEM #1400
C64/128
$14.95
ITEM #1401
Apple II
$14.95
ITEM #1402
IBM
$14.95
ITEM #1403
Amiga
$14.95
ITEM #1404
Macintosh
$19.95
ITEM #1405
Atari ST
$14.95
ITEM #1406
Atari XL/XE
$14.95
ITEM #1407
InvisiClues ™
$7.95
CUTTHROATS®
Hardscrabble Island is a litde seaport that's about
as picturesque as it sounds. As an expert diver, you
have agreed to help salvage the sunken treasure
from one of the four local shipwrecks. The only
thing between you and the treasure is the gang of
cutthroat characters you’re working with. Of
course, the only link between you and the treasure
is those same cutthroat characters.
ITEM #1392
C64/128
$14.95
ITEM #1393
Apple II
$14.95
ITEM #1394
IBM
$14.95
ITEM #1395
Amiga
$14.95
ITEM #1396
Macintosh
$14.95
ITEM #1397
Atari ST
$14.95
ITEM #1398
Atari XL/XE
$14.95
ITEM #1399
InvisiClues™
$7.95
STARCROSS®
You’re a down-at-the-heels asteroid miner in the
year 2186. While searching for black holes, you
find an apparently abandoned spaceship. After you
succeed in gaining entry to its mysterious interior,
you find that it contains a community of other
worldly beings, as well as a challenging puzzle
whose solution could be the key to the galaxy.
Written by Dave Lebling.
ITEM #1431
C64/128
$9.95
ITEM #1432
Apple II
$9.95
ITEM #1433
IBM
$9.95
ITEM #1434
Amiga
$9.95
ITEM #1435
Macintosh
$9.95
ITEM #1436
Atari ST
$9.95
ITEM #1437
Atari XL/XE
$9.95
ITEM #1438
InvisiClues™
$7.95
© BUY 4
GET 1 FREE!
BUY ANY 4 TITLES... AND QUALIFY FOR 1 OF J|
THE “BONUS GIFT” TITLES IDENTIFIED BY THE 'dP
LOWEST PRICE EVER!
PLUNDERED HEARTS™
ra In the 17th century, the seas are
*as wild as the untamed heart of a
young woman. But as you set out
for the West Indies, your thoughts
are only of your ailing father
awaiting your care.
Your innocent journey turns
dangerous as you barely survive an encounter with
pirates and other obstacles you must overcome
with your cunning and agility. True, it’s not easy;
but at least you can control your fate. What you
cannot control is much more dangerous: your pas¬
sion for Nicholas Jamison, the handsome pirate
captain.
ITEM #1333
C64/128
$14.95
ITEM #1334
Apple II
$14.95
ITEM #1335
IBM
$14.95
ITEM #1336
Amiga
$14.95
ITEM #1337
Macintosh
$14.95
ITEM #1338
Atari ST
$14.95
ITEM #1339
Atari XL/XE
$14.95
ITEM #1340
InvisiClues ™
$9.95
LOWEST PRICE EVER!
NORD AND BERT COULDN’T MAKE
HEAD OR TAIL OF IT™
Eight Tales of Cliches, Spoonerisms and
Other Verbal Trickery
If you’re looking for a fun way
To spend an evening alone or
with friends, Nord and Bert
could be just the ticket.
Nord and Bert takes you to the
mixed-up town of Punster, where
nothing is quite as it seems. It’s a
place where you really can make a mountain out of
a molehill, where “the fur is flying" is taken literally
and where a happy Sam is transformed to a sappy
ham.
Each of the eight short stories involves a differ¬
ent type of wordplay. Includes on-screen hints. (All
versions except C64/128 require at least 128K.
Macintosh and Amiga versions require 512K.)
ITEM #1310 C64/128 $14.95
ITEM #1311 Apple II $14.95
ITEM #1312 IBM $14.95
ITEM #1313 Amiga $14.95
ITEM #1314 Macintosh $14.95
ITEM #1315 Atari ST $14.95
TRINITY*
p It’s the last day of your London
vacation. Unfortunately, it’s also
the first day of World War III...
Author Brian Moriarty has cre¬
ated an epic odyssey across the
borders of reality, in a world remi¬
niscent of Alice in Wonderland
and The Twilight Zone.
"Trinity mixes logic and magic with history and
fiction. Often poetic in its imagery, the evocative
prose is as entertaining to read as the puzzles are
to solve.”—Family Computing
(All systems require at least 128K. Macintosh and
Amiga versions require 512K.)
ITEM #1417
C128
$14.95
ITEM #1418
Apple II
$14.95
ITEM #1419
IBM
$14.95
ITEM #1420
Amiga
$14.95
ITEM #1421
Macintosh
$14.95
ITEM #1422
Atari ST
$14.95
ITEM #1423
InvisiClues ™
$7.95
ENCHANTER*
Enchanter is the introduction to
the highly acclaimed Enchanter
Trilogy which takes you to a world
of magic, where spells are power
and magicians rule the land. As a
novice magician, you are sent to
do battle with the warlock Krill.
To succeed in your quest, you’ll need to use all the
cunning you can muster, along with spells acquir¬
ed on the way. By Dave Lebling and Marc Blank.
ITEM #1459
C64/128
$14.95
ITEM #1460
Apple II
$14.95
ITEM #1461
IBM
$14.95
ITEM #1462
Amiga
$14.95
ITEM #1463
Macintosh
$14.95
ITEM #1464
Atari ST
$14.95
ITEM #1465
Atari XL/XE
$14.95
ITEM #1466
InvisiClues™
$7.95
SORCERER®
i Steve Meretzky’s Sorcerer,
have advanced to the illustri-
Circle of Enchanters. Now you
it show an even greater com-
td of magic as you attempt to
:ue your mentor Belboz and
:at the evil demon Jeearr. “The
world of Sorcerer is rich in detail and wonderment.
The final solution is like a delicate orchid achiev¬
ing full bloom. Long after the game is over, the
heady fragrance stays with you.”—St. Game.
ITEM #1467
C64/128
$14.95
ITEM #1468
Apple II
$14.95
ITEM #1469
IBM
$14.95
ITEM #1470
Amiga
$14.95
ITEM #1471
Macintosh
$14.95
ITEM #1472
Atari ST
$14.95
ITEM #1473
Atari XL/XE
$14.95
ITEM #1474
InvisiClues™
$7.95
SPELLBREAKER™
As leader of the Circle of En¬
chanters and the most powerful
magician in the land, you face a
crisis in Spellbreaker. Magic itself
is failing, and you must save the
kingdom even as your own pow¬
ers fade. Author Dave Lebling has
created a complex story with some of the hardest
puzzles in interactive fiction. Spellbreaker is sheer
joy... It’s the perfect conclusion for the Enchanter
Trilogy, which can now join the classic Zork Tril¬
ogy as a must-have for all fantasy gamers.”—
Computer Entertainer.
ITEM #1475
C64/128
$14.95
ITEM #1476
Apple II
$14.95
ITEM #1477
IBM
$14.95
ITEM #1478
Amiga
$14.95
ITEM #1479
Macintosh
$14.95
ITEM #1480
Atari ST
$14.95
ITEM #1481
Atari XL/XE
$14.95
ITEM #1482
InvisiClues™
$7.95
FOOBLITZKY™
Fooblitzky is a unique graphics strategy game for
2 to 4 players. It’s a dog-eat-dog world, as you rove
the crowded streets and busy shops of Fooblitzky,
trying to deduce and obtain the four objects need¬
ed to win the game. Victory depends on how well
LOWEST PRICE EVER!
THE LURKING HORROR™
Ever since you arrived G.U.E.
lech, you’ve heard stories about
the creepy old campus base¬
ments and storage rooms. Until
now, you’ve kept a safe distance.
But tonight, something draws
you down into the mysterious
depths of the institute. Suddenly, you’re in a world
that rivals your most hideous visions, a realm of
horror lurking beneath the calm corridors and
study halls.
Shapes emerge from dark corners. Eerie sounds
draw closer. Slimy passageways lead to sights so
horrifying that they will feed your nightmares for
weeks. Written by Dave Lebling.
ITEM #1349
C64/128
$14.95
ITEM #1350
Apple II
$14.95
ITEM #1351
IBM
$14.95
ITEM #1352
Amiga
$14.95
ITEM #1353
Macintosh
$14.95
ITEM #1354
Atari ST
$14.95
ITEM #1355
Atari XL/XE
$14.95
ITEM #1348
InvisiClues™
$9.95
DEADLINE®
A classic! The first computer
HPrnystery.
A LOCMB DOORADM) MAN
As the chief of detectives,
you’re up against a 12-hour time
limit trying to solve a classic
locked-door mystery. A wealthy
industrialist is dead of a drug
overdose and you’ve been called in to determine
whether it’s suicide or murder. To learn “who¬
dunit”, you must sift through a myriad of clues and
motives. No easy feat, for all six of your suspects
exercise free will—coming and going, scheming
and maneuvering independently of your actions.
Written by Marc Blank.
ITEM #1424
C64/128
$9.95
ITEM #1425
Apple II
$9.95
ITEM #1426
IBM
$9.95
ITEM #1427
Macintosh
$9.95
ITEM #1428
Atari ST
$9.95
ITEM #1429
Atari XL/XE
$9.95
ITEM #1430
InvisiClues™
$7.95
BUREAUCRACY™
Si
''•'version of Elitchhiker’s Guide to
the Galaxy was a runaway slic-
cess. Now the distinctive humor
iJIEHHuij
that made Hitchhiker’s a #\ best-
—
Bureaucracy.
Everyone, at one time or another, feels bound
up in an endless swathe of red tape. In Bureauc¬
racy, you’ll find yourself in the midst of a bureau¬
cratic 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 combi¬
nation training seminar and vacation. What could
possibly go wrong? The answer, of course, is every¬
thing.
(All versions require at least 128K. Macintosh
and Amiga versions require 512K.)
you use funds, keep records and outsmart your
opponents. (Requires 128K, IBM version requires
Graphics Card with Composite Monitor recom¬
mended.)
ITEM #1455 AppleII $9.95
ITEM #1456 IBM $9.95
ITEM #1457 Atari XL/XE $9.95
ITEM #1379
C128
$14.95
ITEM #1380
Apple II
$14.95
ITEM #1381
IBM
$14.95
ITEM #1458
Amiga
$14.95
ITEM #1382
Macintosh
$14.95
ITEM #1383
Atari ST
$14.95
ITEM #1378
InvisiClues™
$9.95
TO ORDER OR ASK A QUESTION, CALL TOLL-FREE 800-227-6900