Zork 1, Infocom's first-ever game and the most popular text adventure ever, written in 1981; Infocom essentially invented the wheel to fit the limitations of the day. Flawed by current standards, but still a remarkable achievement. You, the adventurer, stumble on the remains of the Great Underground Empire, and seek out the treasures hidden there.
Zork 2, sequel to the above and much better written, though frustrating in many respects. You find yourself in a corner of the Great Underground Empire that is ruled by the capricious though slightly senile Wizard of Frobozz, and you both outwit him and gather up more treasure.
Zork 3, conclusion to the trilogy--a very intriguing and even subversive game that takes a significantly different direction from its predecessors. You finally meet the one who has, unbeknownst to you, been orchestrating your quest all along, and learn what you've really been looking for. A worthy finale.
Beyond Zork, a sort of extension to the Zork trilogy that also attempts to be a role-playing game. Extraordinarily well-written, with some inventive puzzles.
Zork Zero, a "prequel" to the others that plays more as silly romp than as fantasy game. Many of the puzzles are derived from classic logic problems, and while some of the derivation is imaginative, the effect is a mite peculiar. Not bad, but not up to the level of the others.
Zork: The Undiscovered Underground, a teaser produced in 1997 for Activision's latest graphic adventure, Zork: Grand Inquisitor. Short, but funny and reminiscent of the earlier games.
Enchanter, the beginning of Infocom's Spellcasting Trilogy, not very hard but enjoyable. You, a novice enchanter, are sent to defeat an evil warlock bent on taking over the world.
Sorcerer, the second installment in the trilogy, wherein you set off to rescue your mentor Belboz from an evil demon who is attempting to use Belboz's powers to, surprise surprise, take over the world. Some outstanding puzzles, but some flaws as well.
Spellbreaker, the conclusion and by far the best of the trilogy: magic is failing, and it falls to you, the head of the Circle of Enchanters, to do something about it--but are you really calling the shots? Difficult, intriguing, well worth the play.
Wishbringer, one of Infocom's "introductory" games, very well-written and enjoyable for adults as well as kids. You are a mail clerk called on to find a lost cat--but things get much stranger from there.
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