Popular games for platform TRS-80 Color Computer

08.07.1983

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.

31.12.1980

Rogue is a dungeon crawling video game first developed by Michael Toy and Glenn Wichman around 1980. It was a favorite on college Unix systems in the early to mid-1980s, in part due to the procedural generation of game content.

04.06.1987

A middle-aged male virgin named Larry Laffer desperately tries to "get lucky" in the fictional American city of Lost Wages. Your goal in Leisure Suit Larry in the Land of the Lounge Lizards is to find and seduce the girl of your dreams. This goal won't come easy, because you only have one night, and unfortunately, you are stuck with Larry's looks. Other problems, such as lack of money, lack of opportunity, and bad breath can complicate things significantly. Your interaction with the game controls the outcome of each situation. For example, having your character sign on with a major league baseball team or start a successful men's magazine could be beneficial to your ultimate goal. On the other hand, catching a fatal disease or losing all your cash can only impede your progress. A combination of common sense, logical thinking, and downright sheer luck is needed to achieve your goal.

01.01.1982

Zaxxon is a 1982 isometric shooter arcade game developed and released by Sega. The game gives the player the experience of flying a fighter craft through a fortress while shooting at enemy entities (missiles, enemy gunfire, etc.) The object of the game is to hit as many targets as possible without being shot down or running out of fuel, which can be replenished paradoxically, by blowing up fuel drums.

23.04.1985

Woldwide crime wave! Acme Detective Agency hot on the trail of master thief Carmen Sandiego and her henchmen. Wanted: Detective to locate and capture Carmen and her gang. Must be hard working, independent, fun seeking individual willing to travel the world. No experience necessary. - Digitised graphics - Hundreds of cases - More animated sequinces - Play in 5 languages Don't forget your World Almanac. It is a gumshoe's best friend.

01.12.1982

Sokoban ("warehouse keeper") is a is a classic puzzle game created in 1981 by Hiroyuki Imabayashi, and published in 1982 by Thinking Rabbit, a software house based in Takarazuka, Japan. In 1984 the ASCII Corporation published a version produced by Khaled Bentebal. It was the basis of numerous clones in the later years. It is set in a warehouse. On each level, the player must push crates (from square to square) to get them onto designated spots; once each crate is on a marked spot, the level is complete. Crates can only be pushed one at a time (so two crates next to each other cannot be pushed together), and cannot be pulled--so it's possible to get a crate stuck in a corner, where it cannot be retrieved! By the last levels, you must plan 40 steps in advance.

01.06.1977

Zork is one of the earliest interactive fiction computer games, with roots drawn from the original genre game, Colossal Cave Adventure. The first version of Zork was written in 1977–1979 using the MDL programming language on a DEC PDP-10 computer.

31.12.1984

Pitstop II is the first 3D racing game to implement a split-screen simultaneous two-player game mode. Players could be in completely different places on the racing track, and each split screen would show the view of the track according to the player's position.

14.09.1984

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!

01.05.1985

Wishbringer: The Magick Stone of Dreams is an interactive fiction computer game written by Brian Moriarty and published by Infocom in 1985. It was intended to be an easier game to solve than the typical Infocom release and provide a good introduction to interactive fiction for inexperienced players, and was very well received. The player's character is a postal clerk in the small fishing village of Festeron. The cranky postmaster, Mr. Crisp, orders the player to deliver an important envelope to the proprietor of Ye Olde Magick Shoppe. The proprietor in question, a kindly old lady, then asks the player to rescue her cat from a mysterious sorceress known only as The Evil One. Stepping out of the store, the player finds that quaint Festeron has mysteriously been transformed into a more sinister town called Witchville. There are but a few hours to defeat The Evil One. Fortunately, the player soon finds the Wishbringer, a magical stone that can grant seven wishes if a suitable object is used in conjunction. The seven wishes that can be granted by the stone are for advice, darkness, flight, foresight, freedom, luck, and rain. Each wish can only be used once per game, and requires that the player possess some related object.

17.02.1984

Pitfall II: The Lost Caverns is the sequel to Pitfall and was released for a variety of systems during the mid-1980s including the SG-1000 in 1985. It was also ported to Sega System 1 arcade hardware by Sega. Gameplay is similar to the original game, but the levels are more maze-like. Sega's version of Pitfall II was tweaked significantly from its western counterparts released for the Atari 2600, ColecoVision etc. The gameplay is largely the same, but there are many additions. These include a Lives system, mine-carts, balloons, and a final Demon boss. The increased specifications of System 1 hardware means the arcade version is much more detailed and allows the player to see more of the maze at one time. The SG-1000 version is directly inspired by the arcade game, and though cannot match the same level of graphical quality, it is arguably the nicest looking home port of the game.

01.10.1982

Pooyan is a classic arcade game manufactured by Stern Electronics under license from Konami in 1982. In it, the player controls "Mama", a pig whose babies have been kidnapped by a group of wolves.

01.09.1982

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 conscience 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?

31.12.1982

Dragons have driven the Royal Court from the Castle "O we are lost, lost" laments the King. "Without our vast treasures we cannot raise an army 'gainst these accursed dragons. Our Kingdom must now languish under lizards!" "Nay, not so, my liege!" replied the young Prince. "None knows that Castle, those many bridges and storerooms, better than I. Give me leave and I shall loot those lizards of their plunder and restore my lord to his birthright." "Brave boy," said the King, fully pleased. "But," he added darkly, "beware dread dragonfire!"

31.12.1982

Demon Attack is an arcade action game with gameplay similar to Space Invaders. You control a laser canon at the bottom of the screen, and need to destroy wave after wave of brightly colored demons. The demons bounce around the screen in bizarre patterns, and try to destroy your canon with bombs or lasers. When you shoot a demon, it will be replaced with another or will split into two smaller demons depending on which wave you are playing. When the required number of demons for the current round is finally destroyed, you can move on to the next, more difficult round.

01.09.1983

Enchanter is a 1983 interactive fiction computer game written by Marc Blank and Dave Lebling and published by Infocom. It belongs to the fantasy genre and was the first fantasy game published by Infocom after the Zork trilogy (it was originally intended to be Zork IV). The game had a parser that understood over 700 words, making it the most advanced interactive fiction game of its time. It was Infocom's ninth game. Krill, an incredibly powerful evil warlock, is spreading chaos and destruction. None of the more experienced members of the Circle of Enchanters dare to attempt to stop him. In desperation, the player, a novice Enchanter with only a few weak spells in his spell book, is sent in hopes that Krill will either fail to detect him or dismiss him as harmless. More powerful spells can be found on scrolls hidden in various locations, but as the player becomes more of a threat, Krill will respond accordingly. This game features an innovative new spell system based partially on Ursula K. Le Guin's Earthsea series and partially Dungeons and Dragons' Vancian spell system, where spells must be prepared through "memorization" before being cast. As in the Earthsea series, each spell is represented by some nonsense "magic word" which is treated as a verb by the game's text parser, so that one can use the FROTZ spell (which causes objects to glow and give off light) by typing >FROTZ BOOK, in exactly the same way as one might type >PICK UP BOOK or >READ BOOK.

31.12.1978

A text based Adventure Game for the TRS-80, later enhanced with visual scenes in various ports. Only allowed 2-Word input and was largely based on Colossal Cave Adventure.

01.11.1981

The adventure begins in the Barrow from "Zork I" armed only with the trusty brass lantern and sword of elvish antiquity. The purpose of the game is not initially clear. Like its predecessor, Zork II is essentially a treasure hunt. Unlike the previous game, the ten treasures are tied together by a crude plot. Finding the treasures does not end the game, nor are all the treasures needed to finish the game. Instead, the adventurer must figure out a way to use the treasures in order to reach the game's finale.

23.08.1984

When a game is faithful to the poor writing and wildly implausible plot conventions of a soap opera, does that make it a bad game or an effective adaptation of its source material? In any case, this game situates you as a private investigator hired by Sue Ellen to find a map to hidden oil fields, in hopes to accumulate enough wealth to escape the sinister influence of J.R. You snoop around the grounds of the South Fork Ranch, superficially interacting with much-loved characters from the TV show and an assortment of extras from the animal kingdom. So far, so good. Your travels ultimately lead you to the jungles around Playa Peligro, in South America, where you overcome a series of obstacles by using various techniques, but mostly by doping a friendly monkey with tobacco -- a firm reminder that we're descending beneath even soap opera plot conflicts and sitting squarely in an early-'80s text adventure game, with all of the internal logic-twisting that entails.

31.12.1981

The Black Sanctum (text version 1981, graphics added 1984) is the second game by Ron Krebs to be converted by Stephen O’Dea and Bob Withers for TRS-80 Color Computer. According to the manual, "Your object in this game is to overcome the forces of evil."

01.10.1985

In Alternate Reality: The City, you are one of many people who have been abducted from earth by aliens and transported to an alternate dimension where you are dumped in a strange, yet familiar city. Your quest is to explore the city, and find the clues that will lead you to your captors and help you get back home. In addition to standard first-person RPG features of that era, like skills, stats, experience points and a repertoire of shops and places to visit, the game offers moral evaluation of your character, and depending on your actions you become good or evil, and that affects how the environment reacts to you. Encounters are not necessarily just resolved with the turn-based combat system, but you can also try to trick, charm or bribe opponents. The storyline is non-linear, for example allowing you to take a job in order to enhance a particular skill or just to pass away time.

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30.11.2023

The Ghosts of Blackwood Manor is an award-winning interactive horror from Stefan Vogt, the acclaimed author of Hibernated and The Curse of Rabenstein. Take on the role of novelist Thomas King and his wife Cora as they move into a remote Scottish manor house, just days before Christmas 1986. Seeking inspiration for his next book, Thomas begins to explore the history of Blackwood Manor, only to uncover a dark secret that dates back centuries to the days of the Great Scottish Witch Hunts. The Ghosts of Blackwood Manor is a complex interactive fiction piece written in Infocom's advanced Z-machine format XZIP. The game has three different endings, a bad, a neutral and a good ending, depending on the player's choices. It is very likely that the player, on a first playthrough, will not reach the good ending, even though it is possible. Reaching the bad or neutral ending first is part of the experience and helps the player understanding the true intentions of some of the NPCs and the impact of decisions made, so they may be reconsidered.

01.10.1984

You destroy enemy bases, ships and spaceports on your mission to liberate the galaxy.

31.12.1982

The crowd couldn't make it over for the regular weekly game? Relax, your personal computer will play 5 card DRAW POKER and bring the crowd with it. COMPUTER DRAW POKER sets you up with four other players controlled by the computer. Lucky, Shifty, Ace, and Slim are their names and they play a smart game, each in their own personal way. Players betting strategy is based on their hand and the betting behavior of the other players.