| FOR IMMEDIATE RELEASE | |
| May 5, 1992 | |
| CONTACT: Dave Malmberg 510-659-0533 | |
| SOFTWORKS ANNOUNCES WINNERS | |
| IN FIFTH ANNUAL ADVENTURE GAME WRITING CONTEST | |
| MISSION SAN JOSE, CALIFORNIA -- Softworks today announced the winners in | |
| its fifth annual (1991) contest for the best computer text adventure game | |
| developed using the Adventure Game Toolkit (AGT) system. | |
| The Adventure Game Toolkit is a computer program which allows MS-DOS, | |
| Macintosh, Amiga and Atari ST computer users to create their own "interactive | |
| fiction" or text adventure games. Games developed on one of these computers | |
| may be played on any of the other computers. | |
| The 1991 Contest inundated us with excellent entries. Playing, | |
| completing, and rating over 20 mega-bytes of material was an endurance test | |
| with which our judges struggled...but proved themselves worthy. The | |
| excellence of the entries resulted in an unprecedented Honors Circle of | |
| eleven games. Picking a single winner from that distinguished group proved | |
| impossible. Instead, we have a tie. Both games are very unusual and both are | |
| truly outstanding adventures! | |
| So ... a forty-two gun salute for... the two First Prize ($100) winners | |
| for the 1991 Contest (in alphabetical order): | |
| COSMOSERVE - AN ADVENTURE GAME FOR BBS-ENSLAVED -- by Judith Pintar | |
| and | |
| THE MULTI-DIMENSIONAL THIEF -- by Joel Finch | |
| A little more about the winners ... | |
| COSMOSERVE - AN ADVENTURE GAME FOR BBS-ENSLAVED by Judith Pintar begins as | |
| follows: It seemed like such a good idea at the time. As a self-employed | |
| computer consultant, working at home was the logical decision: no more long | |
| commutes, no expensive office to lease, no boss. Unfortunately you also have | |
| no secretary, no janitor and no weekends. Your living room has become a | |
| glorified break room and your only human contact is by Electronic Mail. | |
| Thank God for your computer. It is 3:30 PM on Friday the 7th of | |
| September, 2001. Everyone else in your time zone is finishing up work and | |
| looking forward to a relaxing evening. But you, R. J. Wright, overtired | |
| undernourished overeager programmer that you are, have promised to deliver a | |
| finished program to a client by 8:00 tomorrow morning. | |
| Time to get to work.... You sit down at your computer and sign on to | |
| CosmoServe, your favorite BBS.... | |
| In COSMOSERVE your world and your adventure are inside a BBS (complete | |
| with sound effects for logging on, switching the computer ON and OFF, etc.) | |
| COSMOSERVE is a very, very original, innovative and unusual game! Judith | |
| "customized" the Turbo Pascal source code for AGT to create a game that is | |
| bigger than any game ever written with AGT. Available in a "ready-to-play" | |
| IBM version only. (Requires a hard disk and at least 512K of memory.) | |
| THE MULTI-DIMENSIONAL THIEF -- by Joel Finch. In this game, you are a | |
| thief; an exceptionally good one. Naturally, you aspire to join the largest | |
| and most prestigious of organized thieving bodies, the Multi-Dimensional | |
| Thieves' Guild. One day you are approached by a tall man wearing a long | |
| cloak. His face is hidden in the folds of the hood and his voice is | |
| deliberately muffled. Making no introductions, he tells you that your recent | |
| activities have been monitored with interest, and offers you a provisional | |
| membership in the M-D.T.G. All you have to do is pass a simple test. Since | |
| this is a childhood dream come true, you eagerly accept. The test goes like | |
| this; you begin in a specially prepared set of rooms, and your only objective | |
| is to get out of them. Your prowess as a thief is not in question, however | |
| there are other talents to be tested. The rooms are pieces "borrowed" from | |
| other universes and magically spliced together to test your ability to deal | |
| with rapid changes of scenery, a prerequisite for any work in the | |
| Multi-Dimensional Thieves' Guild. A number of useful items have been added to | |
| the rooms, to make your test just that much more interesting -- including the | |
| infamous "portable hole." Oh, and one more thing -- you must think small and | |
| symmetrically. | |
| Filled with wonderful puzzles that will remind you of Infocom's finest, | |
| THIEF is extremely well-written, clever and very funny. Joel was one of the | |
| co-authors of WHATEVER WE DECIDE TO CALL THE GAME, one of the "best of the | |
| contest" in last year's contest. THIEF has "pop-up" hints and uses a "beta" | |
| version of the new MASTER'S EDITION of AGT. A complete solution (walkthru) is | |
| also provided -- just in case. "Ready-to-play" IBM version only -- although | |
| the source code to the game is also provided. (Requires a hard disk and at | |
| least 512K of memory.) | |
| OTHER WINNERS | |
| In addition to COSMOSERVE and THIEF, the contest had a number of other | |
| excellent entries. Among them, the judges have singled out the very best | |
| adventures as deserving an "Honorable Mention." These winning entries include | |
| (in alphabetical order): | |
| APPRENTICE -- THE TESTING OF A MAGICAL NOVICE -- By Bert Lee. Your | |
| Initiation as a Apprentice Magii has been approved, but you must prove | |
| yourself by taking a long journey. Along the way, you must listen, learn, | |
| hone your magical skills, pass some basic Apprentice-level tests, and guard | |
| the treasures entrusted to your care with your life. | |
| DEADLY LABYRINTH -- by Frank West. The Deadly Labyrinth is an adventure | |
| game loosely based on the Death Gate Cycle novels of Margaret Weis & Tracy | |
| Hickman. To reach the final gate, you must struggle through eight different | |
| levels, each with its own monsters, puzzles, mazes, and spells to learn. | |
| There is no high score to reach -- survival is the only criteria of success, | |
| and losing all heath points is often too easy. | |
| DISENCHANTED -- by Joseph S. Licari. The members of the Circle had hoped | |
| to summon a Hero, a man of legendary deeds and valor; a Champion of the Ages, | |
| to save the world from falling into Darkness... Unfortunately, there was a | |
| mistake (sigh) and they summoned you. It is too late to correct this mistake. | |
| You are their only hope and you must return the Artifact to the Circle or the | |
| world is doomed. | |
| LIBRARY -- by Frederick D. King. You are a college student. The end of | |
| the semester is near, and you have a paper due at 8:00 in the morning. You | |
| have been working furiously on it for the past week, and you are almost | |
| finished. Unfortunately, just as you are revising the last page, you realize | |
| that you need to check a quotation on erotic symbolism in early pulp science | |
| fiction. The quotation was written by the professor who assigned the paper, | |
| and it is essential that you get it right. If you don't, you will fail the | |
| class and be sent home in disgrace... Your dog will pretend not to know who | |
| you are... The only job you will be able to get is mining coal in Vermont... | |
| At night... Without tools. Therefore, you must obtain this reference | |
| immediately. You sneak over to the library in the dead of night to begin your | |
| search. | |
| MOP AND MURDER - A MASTERFUL MURDER IN ONE ROOM -- by Brad Friedman. You | |
| must solve a murder mystery in the CIA Headquarters building where you work as | |
| a janitor. You must examine the various clues you find at the scene of the | |
| crime and ultimately apprehend the murderer -- before he/she kills again -- | |
| and you are the most-likely next victim. A very clever and original adventure | |
| that takes place in a single room. MOP AND MURDER comes with "pop-up" hints. | |
| NEW ENGLAND GOTHIC -- by Simba. Somewhere in New England, in the little | |
| village where the author grew up, exists this very house and its immediate | |
| surroundings. When you play this game, you are a young woman in the year 1899 | |
| who lives and works in New York, supporting herself as a secretary after her | |
| mother passes on. Suddenly you receive word that your Great Aunt (your | |
| grandmother's sister) in New England has died and left you an old colonial | |
| house and a lot of debts. You will need luck and patience even more than | |
| money if you are to solve the mystery surrounding your Great Aunt's reclusive | |
| life, realize the full potential of your inheritance and (of course) find true | |
| love. A classic Gothic tale of sinister intrigue and romance. | |
| SANITY CLAUSE or, WHY SANTA DIDN'T MAKE IT TO YOUR HOUSE THAT YEAR -- by | |
| Mike McCauley. In this game, you play the role of Santa Claus facing the | |
| challenge of making your rounds while staying within the night-time hours of | |
| Christmas Eve as you move around the globe. You must visit several key | |
| locations, but you cannot do it all in one trip. (The best combination of | |
| routes takes 5 trips.) Your trips will not be without obstacles, however. | |
| Your companion is an apprentice elf named Dudley who has a penchant for | |
| fouling things up. You also seem to be having a great deal of trouble with | |
| your "Christmas magic" getting cross circuited with various other forms of | |
| magic that you encounter -- with very disturbing results. You will need to | |
| stay on your toes to get through this night and complete your rounds | |
| successfully. | |
| Mike was the author of SON OF STAGEFRIGHT which won the 1989 AGT game | |
| writing contest. He says he has been working on SANITY CLAUSE for almost two | |
| years. | |
| SHERWOOD -- By Charles Williams. This game is a D&D-type adventure | |
| (complete with a unique scheme for MELEE) in which you play the role of Robin | |
| Hood in and around the area of Sherwood Forest. You must rescue Maid Marion | |
| from the clutches of the Sheriff of Nottingham and return her to safety in | |
| your hide-out deep in the middle of the forest. Your task will be difficult | |
| since you have a price on your head and all of the Sheriff's men have orders | |
| to kill you on sight. SHERWOOD is a big game with 300 rooms, 200 nouns and | |
| over 100 people/creatures. | |
| THE SPELUNKER'S TREMENDOUS CAVE ADVENTURE -- Converted to the Adventure | |
| Game Toolkit by Douglas Harter. This game was converted from an English | |
| adventure game creation product called CRL (a precursor to AGT) that ran on | |
| the Sinclair Spectrum computer. Doug converted the game (which was originally | |
| written by a bunch of students at an English "Public" Boys School named St. | |
| Brides) to work on AGT. | |
| The game is a parody of the Colossal Cave adventure and is quite funny -- | |
| especially if you are familiar with Colossal Cave. | |
| WINNING GAMES AVAILABLE | |
| All of the winning games are available from Softworks, the publisher of | |
| the Adventure Game Toolkit. | |
| Because of the shear magnitude of the games (almost 5 mega-bytes of code, | |
| hints, solutions, maps, plus a complete working copy of the latest AGT "BIG" | |
| version -- when completely unzipped), all games require a hard disk and at | |
| least 512K of memory. | |
| Three different options of the "Best of the 1991 Contest" disks are being | |
| offered this year: | |
| OPTION 1: A two-disk set containing just the two First Place winners, | |
| i.e., COSMOSERVE and THIEF. $17.50 covers the total cost of both disks. | |
| Available in IBM "ready-to-play" version only. | |
| OPTION 2: A three-disk set containing all of the games mentioned above -- | |
| EXCEPT COSMOSERVE and THIEF, i.e., only the "honorable mention" games plus | |
| the complete latest AGT "BIG" version. All three of these disks are | |
| available for only $17.50 (total for all three). | |
| OPTION 3: A five-disk set containing all of the games mentioned above -- | |
| COSMOSERVE and THIEF, plus the "honorable mention" games, plus the | |
| complete latest AGT "BIG" version. All five of these disks are available | |
| for only $30 (total for all five). | |
| All of the games on the "1991 Best of the Contest" disks are provided in | |
| AGT source code form -- with the exception of COSMOSERVE and SHERWOOD -- which | |
| are provided in "ready-to-play" versions only. These AGT source code games | |
| require AGT's COMPILE and RUN programs (version 1.2 or later) which can be | |
| ordered separately. | |
| EARLIER CONTESTS | |
| Softworks has sponsored four earlier adventure game writing contests. | |
| The winner of the first contest was ALICE, written by Douglas Asherman. ALICE | |
| put the player in the role of Alice in Wonderland, meeting many of the same | |
| characters described in Lewis Carroll's 19th-century book while also adding | |
| some humorous 20th-century perspective. | |
| The 1988 contest winner was A DUDLEY DILEMMA, by Lane Barrow, a Ph.D | |
| candidate at Harvard. In this game, the player assumes the role of a Harvard | |
| student in his/her quest for knowledge, adventure and a diploma. Along the | |
| way, the player experiences a student sit-in and meets panhandlers, MIT | |
| students and other bizarre characters roaming Harvard Square. | |
| SON OF STAGEFRIGHT, by Mike McCauley was the 1989 winner. In this | |
| game, you play the role of an actor (or actress) trying to get out of an old, | |
| abandoned theater. This is an adventure game in three "Acts", where each Act | |
| has a different theme and a different challenge. The game is fun(ny), | |
| frightening and very clever. | |
| CRIME TO THE NINTH POWER by Patrick Farley was the 1990 contest winner. | |
| In this game, the player helps Cliff Diver, a San Francisco private | |
| investigator escape from the deadly milieu of the Zamboni crime family's | |
| secret headquarters. Cliff Diver is cut from the same cloth as such famous | |
| PI's as Dashiell Hammett's Sam Spade and Raymond Chandler's Philip Marlowe. | |
| AGT BACKGROUND | |
| The Adventure Game Toolkit has been favorably reviewed in a number of | |
| personal computer publications including "PC Magazine", "Computer Gaming | |
| World", "Big Blue Disk", and "Public-Domain Software & Shareware." According | |
| to those reviews, AGT "allows for creating remarkably complex and | |
| sophisticated games in a fairly simple way," that "anyone with an ounce of | |
| imagination can create adventure games...similar in layout and sophistication | |
| to those from Infocom," and "the process is easy...and you'll have hours of | |
| fun doing it." | |
| The Adventure Game Toolkit is distributed as shareware, so that MS-DOS, | |
| Macintosh, Amiga and Atari ST computer owners can try out the program before | |
| buying it. Copies of the program disks may be obtained from user groups, | |
| bulletin boards, and authorized disk vendors for a nominal fee, or directly | |
| from Softworks. Included on the program disks are a dozen sample adventure | |
| games with complete AGT source code. Registration is only $20, or $40 | |
| including a printed copy of the 223-page manual, which can also be purchased | |
| separately for $25. Registered users may also purchase the Pascal source code | |
| for AGT for only $50. | |
| For more information, contact Softworks, 43064 Via Moraga, Mission San | |
| Jose, CA 94539. Telephone (510) 659-0533. | |
| - 30 - | |
| CONTACT: Dave Malmberg 510-659-0533 | |
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