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- A team of navy personnel stationed at a temporary base at the bottom of the ocean and tasked with setting up nuclear missiles discovers a huge underwater cavern which houses a giant prehistoric creature.
- The adventures of various anthropomorphic animals as they face the challenges of life together.
- Three boys drop out of military school. They get jobs working at a hotel, but it's about to go under. They decide to help the owner raise enough money to stay in business. They prove that sex sells by holding "Miss Purity Pageant" starring some of the females staying at the hotel.
- Set in the "not-so-distant future", the crew of an international space station are set to return triumphantly to Earth, until someone starts killing the other crew members.
- Canadian businesswoman Dinah Middleton's is devastated when her teenage son, Alex, is killed by a hit-and-run driver. When the police fail to turn up any suspects, she turns private detective to track the killer down. She traces the murderer to New York, only to discover that the crime is not covered by the extradition treaty between Canada and the US. She becomes obsessed with bringing the criminal to justice.
- The game involves the search for thirteen lost artifacts in a fantasy setting.
- 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.
- 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.
- 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?
- You are the commander...and Sea Wolf puts you in charge of sinking and destroying all enemy ships. You are armed with 4 torpedoes which will reload after you fire. Your primary targets are the small P.T. Boats which travel quickly through the water. You can choose the length of your playing time. Game times vary from 1 to 9 minutes in 1 minute intervals.
- A text adventure in which the player takes control of a police detective working near Los Angeles. The year is 1938, and on this stormy February night a wealthy but frightened man has asked the detective for protection. In spite of his best efforts, a death occurs, and the hero has twelve hours to solve the mystery and try to arrest the killer. If the player thinks there is enough evidence against one or more suspects to convince a jury of their guilt, he can arrest them and conclude the case.
- Kingdom is an enhanced conversion of the game Hamurabi (1968). The player is the ruler of a medieval kingdom and must try to lead it to prosperity.
- 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.
- 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?
- 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.
- 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 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 mentally disturbed professor must enter his own brain to repair it, changing into different forms to overcome the obstacles and puzzles.
- Feeling creatively stifled, Talkatoo, Whazzat, and Van Go wish for magic items to do their jobs for them.
- Talkatoo and Whazzat need a rhyme to finish their musical.
- Whazzat battles stage fright when she steps in as Talkatoo's understudy.
- Whazzat thinks that giant potatoes are taking over Zoobilee Zoo.
- Lookout becomes Zoobilee Zoo's first police officer.
- Bill gets hit on the head and thinks he's a Martian.
- Whazzat desperately wants to win a blue ribbon in the Zooble County Fair. So when Van Go accidentally submits Whazzat's cousin's cookies under Whazzat's name, she has a hard time deciding whether or not she should tell the truth.
- Bravo pretends to be his temperamental cousin in an attempt to get the Zoobles to appreciate him.
- The Zoobles throw Bravo an anniversary party and reminisce about their favorite moments from the past year.
- Lookout takes in a stray animal.
- Youngest Zooble Whazzat becomes an adult for the day.
- Bill invents invisible paint.
- Lookout puts his detective skills to work when Van Go's painting goes missing.
- Whazzat teaches Bill how to play the piano.
- Talkatoo makes photo albums for all the Zoobles.
- Bill is overworked with demands from the other Zoobles.
- Bravo, frustrated with his Zooble actors, casts robots in his new play.
- Bravo decides to host a dance marathon, but Talkatoo is nervous about her dancing ability.
- Bill invents a new kind of glue that can stick to anything, which creates a lot of chaos once the Zoobles get stuck together.
- Bill Der Beaver invents a teleportation machine that sends Van Go Lion on an adventure.
- The Zoobles are putting on a live news broadcast, but there doesn't seem to be a role for Lookout.
- It's garbage day in Zoobilee Zoo.
- Whazzat loses her first baby tooth, but the tooth fairy is on vacation and does not show up.
- Van Go's paintings are beginning to look rather sloppy, but Van Go refuses to admit that he might need glasses.
- Bill thinks painting is easy while Van Go thinks building is easy, so they switch jobs for a day.
- Bill's dam breaks and his shop gets flooded, so Bravo offers to share his home.
- Talkatoo and Lookout have a winter adventure.