Enchanter

By Shay Addams and Dan Gutman (Computer Games, April 1984, page 55)

It must be magic. How else could Infocom keep conjuring up such winning all-text adventure games? I don't mean just the writing of the actual program, either. Laced with overtones of H.P. Lovecraft, the literary quality of Enchanter surpasses anything in the genre.

It's a strange tale of a novice Wizard, played by you, who must enter the castle of the evil warlock Krill and learn his secret in order to defeat him. You start off with a spell book and some basic spells, finding others along the way. There's one that opens doors and another for undoing damage you may have done by misusing some other spell. There's even one for turning anything - even yourself - into a newt!

If you don't find food, water and a place to sleep, you'll perish, a realistic touch that was introduced to adventure games in Infocom's Planetfall. This one was written by Marc Blank and Dave Liebling [sic], who did the original Zork. (In Enchanter, you actually encounter a wandering adventurer who's apparently lost his way while exploring a cave in the underground caverns of Zork.)

What's different about Enchanter? In addition to thinking logically the way you must in all Infocom games, this one requires you to think magically, as well.

A+

Thanks to André St-Aubin for transcribing and donating this article.

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Last revised: Sun Sep 12 21:34:09 EDT 1999 / Peter Scheyen <Peter@Scheyen.com>