

Developed by Infocom.
A Mind Forever Voyaging (AMFV) is a 1985 interactive fiction game, intended as a polemical critique of Ronald Reagan's politics.
The story begins in the world of 2031, a world on the brink of chaos. The economy of the United States of North America (USNA) has been stagnating for decades. Crackpot religions are springing up all over the place. Crime and urban decay are rampant. Schools have become violent, chaotic places ill-suited for educating children. Today's youth frequently use joybooths to "tune-out" the world, leading in the extreme case to joybooth suicide, where a psychological addict wastes away in his or her private nirvana. The global situation is even grimmer. The calcuttization of the Third World has almost reached its limit, causing extreme overpopulation and poverty. This has created a climate ripe for East Bloc adventurism, exploiting instability and fanning the numerous flash points around the globe. The superpower race to build an impenetrable missile defense has ended in a tie, with the foreseeable but unforeseen result that an even more dangerous arms race has begun- a race to build miniature nuclear weapons, some as small as a cigarette pack, and smuggle them into enemy cities-a race which threatens to turn the USNA into a giant police state. Things are bad, and it appears that they can only get worse. So when Senator Richard Ryder, along with a small group of leaders from government, business, and the universities, announces the Plan for Renewed National Purpose, everyone is only too willing to embrace it. Only one thing stands between the Plan and its adoption: a test of its validity. That's why you have been "awakened" from your simulated life and had your true nature revealed to you several years ahead of schedule. You have been chosen to use your unique abilities to enter a simulation of the future, based on the tenets of the Plan, in order to check its effectiveness. The eyes of the world are on you.

Role-playing (RPG) / Hack and slash/Beat 'em up / Adventure / Action / Fantasy
Shadowrun is an action role-playing game.It was adapted from the cyberpunk role-playing game Shadowrun.The game is the second video game adapted from Shadowrun, and has a more open ended style of gameplay than its 1993 Super NES counterpart, Shadowrun by Beam Software. The game is set in the Shadowrun universe, in the 2050s. A time where the blending of technology and human flesh is common; it is around the time the Matrix, a huge computer network, came online, with the ability to jack into its cyberspace directly. It was also a time of magic renewal: a phenomenon known as The Awakening occurred, where magic returned into the world. Sorcery was once again possible, and slowly and seemingly at random humans began to mutate into orcs, dwarves, elves or trolls. This time of upheaval was not without political conflicts: mega-corporations began to control the world. But with their magic, native shamans threatened them and the world geography came to a complete change. The Amerindians and Elves reclaimed an area called Salish-Shidhe, close to the free city of Seattle, a major city in the newly formed United Canadian and American States.

Adventure / Science fiction / Comedy
Planetfall is a science fiction interactive fiction computer game written by Steve Meretzky, and the eighth title published by Infocom in 1983. Like most Infocom games, thanks to the portable Z-machine, it was released for several platforms simultaneously. The original release included versions for the PC (both as a booter and for DOS) and Apple II. The Atari ST and Commodore 64 versions were released in 1985. A version for CP/M was also released. Although Planetfall was Meretzky's first title, it proved one of his most popular works and a best-seller for Infocom; it was one of five top-selling titles to be re-released in Solid Gold versions including in-game hints. Planetfall utilizes the Z-machine originally developed for the Zork franchise and was added as a bonus to the "Zork Anthology". The word planetfall is a portmanteau of planet and landfall, and occasionally used in science fiction to that effect. The book Planetfall written by Arthur Byron Cover, uses the game image on the cover, and is marketed "In the bestselling tradition of THE HITCHHIKER'S GUIDE TO THE GALAXY.[2] A sequel, Stationfall, was released in 1987. Planetfall teleports you 12,000 years into an outrageous future. You joined the Stellar Patrol to explore the galaxy, but all you've seen is the end of a mop - until your ship explodes and you're jettisoned onto a mysterious, deserted planet. Luckily, you have Floyd, a lovable multi-purpose robot with the personality of a mischievous 8-year-old. He's the ideal companion with whom to brave your new world, as you dare its dangers and uncover its secrets.

Puzzle / Adventure / Science fiction / Comedy
The Hitchhiker’s Guide to the Galaxy is a classic Interactive Fiction game. Though divergent from the source material, the main characters, locations, and concepts are here. Unlike the book, death can come quickly if Arthur fails to observe his surroundings, collect inventory, talk to people, and consult the Guide. Don't panic!

Puzzle / Adventure / Science fiction
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.

Stationfall is an interactive fiction computer game written by Steve Meretzky and released by Infocom in 1987. Like the majority of Infocom's works, it was released simultaneously for several popular computer platforms of the time, such as the Commodore 64, Apple II, and PC. The game is a sequel to Planetfall, one of Infocom's most popular titles. It is Infocom's twenty-fifth game. Following the events on Resida in Planetfall, the player's character received a promotion from lowly Ensign Seventh Class to Lieutenant First Class. The life of an officer in the Stellar Patrol is no better than that of a humble enlistee, however. Five years after the thrills of saving an entire planet from destruction, the character is stuck in a boring desk job that demands piles of tedious paperwork instead of menial cleaning duties. A typically boring assignment comes in: accompany a spacetruck to a space station and pick up a load of "Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms". To make things even more dull, spacetrucks are fully automated, so it will pilot itself once the proper coordinates are entered. But the task does authorize the use of a robot assistant, and coincidentally enough, Floyd, a beloved companion revived at the end of Planetfall, is one of the choices.

You must save the planet above by repairing the Complex you are frozen within. You must do it before they arrive to shut you down. And you must do it not with your own hands, but with those of your robots.

Strategy / Adventure / Science fiction / Thriller
Trinity is an interactive fiction computer game written by Brian Moriarty and published in 1986 by Infocom. The plot blends historical and fantastic elements as part of a prose poem regarding the destructive power of the atomic bomb and the futile nature of war in the atomic age. The name refers to the Trinity test, the first nuclear explosion, which took place in July 1945.

Seastalker is an interactive fiction computer game designed by Stu Galley and Jim Lawrence and published by Infocom in 1984. Like most of Infocom's works, it was released simultaneously for several popular computer platforms of the time, such as the Commodore 64, Apple II, and IBM PC. The game was marketed as an introduction to interactive fiction for pre-teen players. It is Infocom's twelfth game. Galley and Lawrence later wrote Moonmist for Infocom. The player's character is a young inventor and marine scientist. A research facility called the Aquadome issues a call for help, indicating that the undersea structure is being attacked by a sea monster. With helpful assistant Tip, the player must navigate to the Aquadome in the new untested two-person submarine Scimitar and investigate the problem. But that isn't all... it looks like there may be a saboteur within the Aquadome as well.