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Seastalker (Apple II)

Seastalker Apple II Starting a new game

MISSING COVER

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MobyRank
100 point score based on reviews from various critics.
3.3
MobyScore
5 point score based on user ratings.

Advertising Blurbs

From the first Infocom fold-out catalog, 198?:

    You
    are about to see
    the fantastic worlds of Infocom
    unfold before your very eyes.



    SEASTALKER A monster of terrifying proportions is laying waste to the Aquadome, your undersea research station. What's more, you haven't even tested your new submarine in deep water... and your crew may have a traitor in its ranks. You have startling possibilities to consider, mysteries to unravel, life-and-death decisions to make because only you can save the Aquadome.

    Contributed by Belboz (6579) on Oct 05, 2001.

From The New Zork Times, VOL.3 No.2 Spring 1984:

    INFOCOM INTRODUCES SEASTALKER

    FIRST JUNIOR-LEVEL INTERACTIVE FICTION



    Seastalker, a new adventure in the tradition of Jules Verne's 20,000 Leagues Under the Sea, will make its appearance in June. Its arrival marks a number of firsts for Infocom.

    As the first of the new Junior-Level series, it has been written to be the best introduction to our line of interactive fiction for preteens. While still offering a good challenge to our older customers, it includes a number of Infocards (clue cards) which will help the younger players get through the game.

    In another major development in the evolution of interactive fiction, a noted outside author has collaborated with a member of the Infocom staff in producing the game. That author, Jim Lawrence, has authored nearly 60 books - many of these were ghosted for series like Tom Swift, Jr., The Hardy Boys, Nancy Drew, and the Bobbsey Twins.

    Jim worked with Infocom's Stu Galley, whose first effort, The Witness, was recently named "The Best Adventure of 1984" by Electronic Games magazine. Stu and Jim worked for nearly a year to put Seastalker together, a longer time than for any other Infocom product to date. Much of the effort went into additional features that make the story easier for newcomers to interactive fiction to play.

    The story is this: An alarm sounds. You are told that there's something terrifying in the depths of the ocean below, and that it threatens the Aquadome, the world's first undersea research station. Your specially equipped submarine, the Scimitar, is ready. But wait - you haven't even tested the Scimitar in deep water, and the crew of the Aquadome may have a traitor in its ranks. Mystery, intrigue, and adventure await you as you face the underwater world of Seastalker.

    Inside the Seastalker package, you will find a submarine logbook, which serves as the manual. There are also eight top-secret Infocards, Infocard decoder film (which can be used to reveal the clues), a nautical chart of Frobton Bay, and a special Discovery Squad decal.

    Contributed by Belboz (6579) on Aug 26, 2001.

"The Incomplete Works of Infocom, Inc." Catalog:
    In SEASTALKER, Infocom's first Junior Level interactive story (for ages 9 and up), a monster of terrifying dimensions is laying waste the Aquadome, the world's first undersea research station. But that's not your only problem. You haven't even tested your new submarine, the Scimitar, in deep water. And to make your mission all the more harrowing, the crew of the research station may have a traitor in its ranks. You'll find help in your SEASTALKER package - hidden in its depths are your submarine logbook, eight top secret Infocards, Infocard decoder film, a nautical chart and your Discovery Squad badge. And you'll need every last scrap of help you can get, because you have startling possibilities to consider, mysteries to unravel, life-and-death decisions to make. And only you can save the Aquadome! JUNIOR LEVEL

    Contributed by Adam Baratz (1353) on Mar 30, 2001.

Unknown Source:
    There's something down there, something terrifying. Now you've got to face it... because now only you can save the Aquadome - the world's first undersea research station.

    The alarm sounds and your submarine, the Scimitar, stands waiting. But not so fast - you haven't even tested the Scimitar in deep water, and the crew at the Aquadome may have a traitor in its ranks. So be careful! You have terrifying possibilities to consider, mysteries to unravel, life-and-death decisions to make.

    Success won't come easily. It may not come at all - because if you challence the deep without all your wits, you just might wind up as shark bait.

    Contributed by Brian Hirt (10020) on Mar 01, 1999.