<!--
	Title: Here's a second look at three classic titles
	Author: Infocom staff
	Source: The Status Line, v7(1)
	Date: Winter/Spring 1988
	Transcription by Steve Derby
-->

## Fooblitzky

<figure class="float-right-half">
	<img src="/public/img/articles/sl-a-second-look-at-three-classic-titles/fooblitzky-package.jpg" alt="Fooblitzky Package">
	<figcaption><em>Foo what?</em> Fooblitzky! <em>Our computer board game. Two to four players race through the streets of the City of Fooblitzky trying to outsmart their opponents.</em></figcaption>
</figure>

*Fooblitzky* is a particularly special Infocom product for two reasons. First, it is
our only multiplayer computer board game (2-4 players), and second, it uses
whimsical graphics -— yes, graphics, to delight and captivate players.

After being introduced in 1985, *Fooblitzky* has been applauded. Our
customers speak out in praise of its humor and imagination; critics discuss
its ingenuity and skillful manipulation of graphics.

*InCider* magazine said, "The graphic screens are lively and amusing. The
action is fast, and the unusual situations in which you find yourself are frustratingly
funny. Fooblitzky is a guaranteed good time and perfect for family fun."

*Analog Computing* proclaimed, "*Fooblitzky* does for board games what
the other Infocom games did for books —- revolutionize them... computerize
them and... bring them into the 21st century and beyond."

In an animated city named Fooblitzky, your goal is to acquire the four
objects secretly chosen by each of the four players at the beginning of the
game. With each spin of the wheel (your computer does the spinning), you
travel through the twelve Fooblitzky streets trying desperately to acquire the
right objects and make it to the checkpoint before anyone else.

You buy objects with foobles (a fitting name for currency in Fooblitzky!)
at the different animated city stores. You are allotted a cache of foobles at
the start, but if you're not careful you could encounter speeding cars, bumping
pedestrians, “The Chance Man” (a con artist/mugger) or falling pianos...
which might rid you of your foobles or possessions, complicating the scavenger
hunt. All is not lost if you run into any of these nuisances, for you can get
a job to regain your foobles or trade to reacquire objects.

Don't be fooled; *Fooblitzky* is not as simple as it may sound. Obstacles and
twists of fate graduate *Fooblitzky* from a whimsical foray in the board game
world to a challenging computer strategy game. Learning and playing the
game comes with ease, but success depends on how well you plan your
strategy. You have to combine your strategic and deductive skills to move
through the city while trying to figure out what the other players are thinking.
Large, erasable worksheets are included with the game to make planning easier
and more thorough.

In most of our games your adversary is hidden deep in the "mind" of your
computer. In *Fooblitzky*, like in most board games, you are able to compete
with, trick, and outsmart living, tangible competitors who are sitting right
next to you.

*Fooblitzky* combines elements of favorite board games with the imagination
of computer games, catapulting it into the Information Age in the guise of
a computer game that is part luck, part skill.

## A Mind Forever Voyaging

<figure class="float-right-half">
	<img src="/public/img/articles/sl-a-second-look-at-three-classic-titles/amfv-package.jpg" alt="A Mind Forever Voyaging Package">
	<figcaption><em>Visit the future in</em> A Mind Forever Voyaging. <em>You play the part of a computer simulating life in the 21st century. You must test a plan for the future.</em></figcaption>
</figure>

In *A Mind Forever Voyaging*, by Steve Meretzky, you leave puzzle-solving
behind as you explore realistic worlds of the future and make decisions
about the fate of the human race.

Since its introduction in 1985, *A Mind Forever Voyaging* has been the
critical acclaim. *A+* magazine said, "*AMFV* is a bewilderingly with a
slightly different flavor than that of Infocom’s other offerings." *Analog
Computing* proclaimed, "*A Mind Forever Voyaging* takes the Infocom concept
to the next logical step in its evolution -– and takes you on a voyage you'll
never forget."

In this realistic science-fiction novel you are brought to the United States in
the 21st century... the year 2031: the world has deteriorated to a chaotic
mess. Crime is rampant; social harmony has become a thing of the past.
Massive government regulations have brought the United States, now USNA
(the United States of North America) to the brink of becoming an immense police
state. The future of the world looks grim. Something has to be done before
it's too late.

Senator Ryder has a plan, a plan that would bring back the social tranquility
and economic stability of the 1950s and combine it with the advanced technology
of the 21st century to form an efficient, serene society.

Before the plan can be implemented it must be tested. Because you are
PRISM, the world's first sentient computer, you are chosen to perform the
test. Your job is to enter a simulation of the plan, which will take place in Rockvil,
South Dakota, and report your findings so that it can be decided if the plan
is worth implementing.

The world is depending on you. As a sophisticated computer with human
perception, you must travel to the future and compile any information that might
be useful in perfecting the plan and saving humanity from doom.

We wouldn't have you save humanity without giving you a little help, now,
would we? In each *AMFV* package you find a map of Rockvil, South Dakota a
Class One Security Mode Access Decoder and a "Quad Mutual Insurance"
pen to help you in your travel through the future.

## Planetfall

<figure class="float-right-half">
	<img src="/public/img/articles/sl-a-second-look-at-three-classic-titles/planetfall-package.jpg" alt="Planetfall Package">
	<figcaption><em>Zods! Just look at all the cool intergalactic stuff that comes with</em> Planetfall. <em>Three postcards from various planets, your diary and a Stellar Patrol card.</em></figcaption>
</figure>

Travel to the 114th century in author Steve Meretzky’s first story, *Planetfall*.
*Planetfall* is a hilarious science fiction game full of adventure and galactic
intrigue.

*Planetfall*, introduced in 1983, has been the recipient of numerous awards
and has been blessed with overwhelming popularity.

A panel of judges assembled for Chicago's Consumer Electronics Show
(CES) in 1984 voted *Planetfall* one of the most original software programs for
that year. *Computer Games* magazine named *Planetfall* "Best All-Text Game
of the Year" in 1983. *InfoWorld* cited the product as "Best Adventure Game
of '83."

As acclaimed as his story, author Steve Meretzky was named "The Best
Software Designer" of 1984 by *Video Review Magazine*.

The story begins with you, a seventh class ensign in the Stellar Patrol, scrubbing
decks aboard the S.P.S. Feinstein. You take your orders from miserable
Ensign First Class Blather, who hands you demerits if you so much as take a
short break from your drudging task. You are even forced to clean the trail of
green slime left by alien ambassador, Br'gun-Te ‘elkneripg' nun — Ugh!
Wouldn't it be nice for an unexpected adventure to come your way to rid you
of this life of drudgery?

An explosion suddenly rocks the ship. You run for an escape pod to take
you from the exploding ship. Safely aboard the pod, you plummet through
space and land on the planet Resida. After swimming ashore, you find yourself
alone on an abandoned planet.

Feeling your stomach rumble and your eyelids get heavy, you set out to
find food, water shelter and sleep. “This can't be too difficult,” you say to yourself.
Don’t be too sure; Resida has lots of surprises in store for you!

Your emergency ration will not last forever, so you must find food before
starvation takes its toll. Finding liquid is no problem, but finding something
safe to drink is another thing entirely.

Worried about companionship? Fear not, for during your exploration of
Resida you meet Floyd, a mischievous little robot who takes an instant liking
to you and becomes your constant companion. Floyd might be a bit too talkative
at times but he really is a helpful little fellow!

The search for food, water and a safe place to sleep are not the only sources
of adventure in *Planetfall*. The real intrigue begins as you try to save yourself
and the lost planet of Resida from doom. Being a proud member of the
Stellar Patrol you act with bravery and courage as you try to conquer the obstacles
put in your path.

*Planetfall* comes complete with a Stellar Patrol ID Card, a space diary
and postcards (great to send back to your home galaxy!) which will aid you
in your adventure on Resida.

*A Mind Forever Voyaging*, *Planetfall* and *Fooblitzky* are available for a wide
variety of personal computers. Turn to the middle of this issue for complete
availability information.
