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Quest for the Holy Joystick is a traditional text adventure and the first satirical output from the then up-and-coming zany Delta 4 Software. It spoofs the contemporary software industry and the ZX Microfairs that took place in the UK in the 80's by sending the player on a magical mystery tour all over London The player starts out at Downing Street number 5 and must take seemingly random journey on a red London bus to get to 'the umpteenth ZX Microfair at Alexandra Palace'. Along the way the player encounters numerous cultural figures as well as some of the gaming press. The game also makes excessive fun of the text adventure scene of the time. The interface is text driven with few static graphics, as it is written using 'The Quill' the parser is limited to verb / noun input.
Psycho Killer is an adventure game with the interaction restricted to "jumping" from picture to picture, occasionally clicking on the screen in order to find objects that are possible to interact with. As in other interactive movies, some parts presented as video sequences, during which the player has to make the correct action quickly in order to succeed.
A budget Amiga CD title released by On-Line entertainment notable for its low quality in all aspects of its production and presentation.
Robin of Sherlock is a spoof adventure game for the ZX Spectrum
A text adventure based on the Terry Pratchett novel of the same name.
A parody of the original adventure written by Fergus McNeill for Silversoft.
The disappearance of an ambitious engineer and his high-society wife provokes a hunt for a precious artefact. The trail leads you to the attic of their home, and the discovery of an old, peculiar dollhouse. What secrets lie within these walls?
Quern is a first person puzzle adventure with captivating story and beautiful graphics. Quern refreshes the genre with flexible gameplay and reuseable puzzle mechanics. The visuals and the music combine traditional and modern elements providing a unique mood for the game. One of the specialities of Quern is that the tasks to be solved are not managed as separate, individual and sequential units, but as a complex entity, amongst which the players may wander and experiment freely. Often a bad or seemingly irrational result may bring the player closer to the final solution, if those are reconsidered and thought over again later, in the possession of the knowledge gained during the game.