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Arthur: The Quest for Excalibur

From Alfawiki
Challenge Inc
IndustryVideo game development
FounderBob Bates
ProductsArthur: The Quest for Excalibur
ParentInfocom (publisher)

Arthur: The Quest for Excalibur is a visually enhanced interactive fiction video game created by Bob Bates and released by Infocom in 1989. Available on platforms such as the Apple II, Amiga, Mac, and IBM PC compatibles, it marked Infocom's thirty-fourth release and was one of two titles developed by Challenge utilizing Infocom's development system. Distinct from most Infocom offerings, this game features artwork depicting scenes, characters, and items.

Plot

The player embodies a youthful King Arthur prior to the establishment of Camelot’s famed reign. The sword embedded in the stone—frequently mistaken for Excalibur—has been taken by the antagonist King Lot. To retrieve this legendary weapon, players must demonstrate virtues like chivalry, wisdom, and experience to Merlin, who provides guidance and grants Arthur the ability to shapeshift into various animals. Failure to secure Excalibur within a three-day period endangers Arthur’s rightful future against Lot’s ambitions.

Feelies

In line with Infocom’s customary practice, the game package included a Book of Hours, which detailed canonical prayer times such as Matins and Vespers. This companion book also contained lines of poetry that served as passwords for the game's copy protection system.

Production

Produced by Challenge Inc and distributed by Infocom under their "Immortal Legends" label, Arthur followed the 1987 release of Sherlock: The Riddle of the Crown Jewels, another title penned by Bates. By the time of its launch, Infocom had discontinued assigning difficulty ratings; however, Arthur corresponds approximately to their earlier "Standard" difficulty tier.

Reception

The Amiga edition garnered widespread praise for its challenging puzzles, rich visuals, extensive vocabulary, and responsive parser. Critics highlighted its wit and the novel mechanic allowing animal transformations, which enriched puzzle-solving elements. Magazines including Zzap!, The Games Machine, Computer & Video Games, and Amiga Format commended its intricate graphics and robust text interface. The shape-shifting feature was recognized for adding complexity and engagement to the gameplay experience.

In contrast, the Apple II version drew criticism from Computer Gaming World due to frequent disk swapping requirements and inferior graphical quality, ultimately being regarded as Infocom’s weakest effort on that system.

External links