| FOR IMMEDIATE RELEASE | |
| April 24, 1994 | |
| David Malmberg | |
| Author of the Adventure Game Toolkit | |
| Softworks announces -- | |
| THE SEVENTH ANNUAL CONTEST WINNERS | |
| Softworks today announced the winners in its seventh annual (1993) | |
| 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. | |
| It didn't seem possible! We got more and better entries in our 1993 contest | |
| than ever before. Our faithful judges played and replayed these wonderful | |
| games. They tirelessly rated and re-rated the innovative and the classic. As | |
| we tallied the results, it became apparent that we could not possibly declare | |
| one winner. And so, for the third year running, we have two winners! From | |
| high atop a pile of entries, walk-throughs, and judges' ballots, we hereby | |
| declare the CO-WINNERS in the 1993 contest (winning fame and fortune -- or, at | |
| least $100 each) to be: | |
| THE JEWELED ARENA -- by David S. Raley | |
| and | |
| KLAUSTROPHOBIA -- by Carol Hovick | |
| More about the winning games: | |
| THE JEWELED ARENA takes place in Kumeran, the capital of Valdalan: a | |
| mighty city where commerce, craft, knowledge, and politics are a constant | |
| part of the scene. Today, things are not at their best, as the city is in | |
| the grips of its worst influenza epidemic ever. Unfortunately, the | |
| criminal element never takes a vacation, and they are very willing to prey | |
| while the city is weak. As you play the game, you will take on several | |
| roles in the effort to keep the city safe during the crises. The queen | |
| and the duchess are counting on you. | |
| This adventure is divided into four chapters, each building upon the | |
| results of earlier chapters. In each chapter you will take on a new | |
| persona, so make sure you know who you are before you do anything. | |
| Chapter 1: You are Dame Gwenden Temar, as she stumbles on a daring | |
| robbery against The Jeweled Arena. | |
| Chapter 2: You are Master Protector Leron Tesab, as he gathers | |
| evidence against the thief caught in Chapter 1. | |
| Chapter 3: You are once again Dame Gwenden, this time looking for | |
| an important healer who disappeared just before | |
| reaching healer Hall. | |
| Chapter 4: You are Clara Telan (with too many titles to name), as | |
| she searches for the person who attacked Dora Taren. | |
| The game has "pop-up" hints. | |
| THE JEWELED ARENA is available as Shareware directly from the author: | |
| Registration $10 US funds | |
| Postage outside US/Canada/Mexico $ 2 US funds | |
| David S. Raley | |
| 13523 Demetrias Way | |
| Germantown, MD 20874 | |
| CIS: 72247,1153 | |
| Internet: 72247,1153@compuserve.com | |
| KLAUSTROPHOBIA is a text adventure game which started out being a little | |
| ramble through a few of life's more annoying moments, somewhat along the | |
| lines of Bureaucracy by Infocom... However, as time went on, the game | |
| kept growing and growing and has now grown into a torturous odyssey | |
| through a lot of life's more annoying moments, (many of which take place | |
| at airports or on airplanes). In fact, the game grew so much that it has | |
| been divided into three parts. At the end of each part, you can save your | |
| character and go on to the next part. | |
| During the adventure, the player will... | |
| * Share a cab in New York with Willard Scott | |
| * Deal with a herd of alligators blocking his/her path | |
| * Figure out what to do with the nosehair puller | |
| * Be a contestant in several game shows including "The Prize is Slight", | |
| "Schleopardy" and "Squeal of Fortune" | |
| * Play volleyball and other games at Club Merde | |
| * While away some time in Texas by eating grits, running over an armadillo | |
| and learning the Texas Two Step | |
| * Have a "bad hair" day (or two) | |
| * Buy a "Dolly Parton Inflatable Brassiere" at Wedrick's of Follywood | |
| * Learn where to buy a Hold-O-Matic Door Stop for only $59.95 (not | |
| available in stores) | |
| * Solve a cryptogram about BINGO and SCUBA DIVING | |
| * Fix a toilet without calling the plumber | |
| * Learn to drive a big-rig from the "Famous Trucker's Correspondence | |
| School" | |
| * Stop your friend Graham from scaring the burros | |
| * Discover the answers to the age-old questions: "Do you know the way to | |
| San Jose?" and "How do you get to Carnegie Hall?" | |
| The game may be played as a man or woman player by giving the commands MALE | |
| and FEMALE respectively. | |
| This game is hugh and has a total of 560 rooms, 571 nouns and 175 | |
| creatures. The game has a set of "pop-up" hints. | |
| KLAUSTROPHOBIA is available as Shareware directly from the author by | |
| sending a $15 check or money order to: | |
| Carol Hovick | |
| 1033 Benito Ave | |
| Pacific Grove, Ca. 93950 | |
| By return mail, registered users will receive a set of very funny and | |
| helpful "pop-hints" which will greatly add to the enjoyment of playing the | |
| game. | |
| OTHER WINNERS | |
| The 1993 winners circle also includes 11 great Honorable Mention | |
| Games: | |
| CERCLA - FANCIFUL FUN WITH SUPERFUND -- A game by Jeffrey Robinson | |
| You are an employee of a world renowned and extremely profitable | |
| consulting engineering firm. Recently, you completed the remedial | |
| investigation of the McArdle hazardous waste site. Following a wonderful | |
| vacation in the Caribbean, you have returned to work to find that disaster | |
| has struck. All the copies of the documents critical to the remediation | |
| of the site have vanished. Even the computer files containing the | |
| documents have been wiped clean. What is worse is that your boss has a | |
| meeting with (GASP) the U.S. EPA in a matter of days. You must recover | |
| the documents before that meeting, or regulatory hell will break loose. | |
| Unfortunately for you, some, well, shall we say, supernatural beings have | |
| made off with the documents for their own mystical, nefarious purposes. | |
| It is your quest to outwit these creatures and recover the documents. Be | |
| careful, but be quick. Time's a-wastin'! | |
| DUCKSOUP -- A PRIVATE INVESTIGATOR ADVENTURE -- By C. Evans | |
| She came into your office on a steamy city morning. A small angel | |
| desperately trying to find someone. Her name is Flood, and she wants you | |
| to find him. She is willing to pay you a handsome fee if you bring him | |
| back to her. | |
| You look her over and find she measures about five feet total (maybe an | |
| inch or so less), white-blonde hair, high forehead, thin nose, wide-set | |
| dark eyes, and a kind of thick chunky build you would call "buxom." She | |
| is wearing wide-legged grey wool slacks over medium-heeled black boots, a | |
| white turtleneck pullover covered by one of those unstructured ladies' | |
| jackets, no hat, no jewelry that you can see, pale lipstick, too much | |
| eyeliner, and some rouge that doesn't quite hide the tiny scar just under | |
| her right eye. | |
| You decide to take the case. | |
| SIR GUY GALLANT AND THE DEADLY WARNING -- by Eddie R. Wright | |
| `Sir Guy Gallant and the Deadly Warning' is a mystery/adventure game set | |
| in mid-17th century England, on the property of Gallant Hall. The player | |
| takes on the role of Sir Guy Gallant, a cavalier-knight of that era. As | |
| Sir Guy you must discover clues as to who killed your father, the late Sir | |
| James. These clues are scattered about the scene of the crime (Gallant | |
| Hall). Some clues may be obvious, others may not, while others may just | |
| be thrown in to put you on a false scent, or maybe not. It's up to you to | |
| decide! Once all of the appropriate clues have been found you will know | |
| who the killer is. Then of course you can solve the mystery! But that's | |
| not all! | |
| LOST IN SPACE: DR. SMITH GOES HOME -- A mini-text game designed to play in | |
| a single sitting -- by Graeme Cree | |
| This game is based on the old TV series by the same name. The game begins: | |
| Year: 2005. You are Dr. Anne, ...er Zachary Smith. It's been eight | |
| years since you became trapped aboard the Jupiter 2 with the tiresome | |
| Robinson family. After your early attempts to convince them to return to | |
| Earth turned rather nasty, you've been lying low ever since, playing the | |
| buffoon and waiting for your opportunity. You thought you had it two | |
| years ago when you traded the ship's fuel supply to the circusmaster | |
| Farnum for a starchart. Boy was Major West angry, but it was for his own | |
| good as well as yours. Then what did that irritating lot do? They took | |
| the charts and went to Alpha Centauri, their original destination, | |
| refusing to do a simple neighborly thing like drop you off at Earth on the | |
| way. | |
| Since they were six years behind schedule, they expected to find an Earth | |
| colony already established, but the planet that had been discovered years | |
| before was still empty. Apparently your sabotage of the Jupiter set the | |
| U.S. space program back farther than you had thought. At least you were | |
| well paid for that job, by Aeolis 14-Umbra, an agent from the nation of | |
| [CENSORED FOR YOUR PROTECTION]. Now all that beautiful money lies rotting | |
| in a Swiss account and you can't get back to spend it. | |
| But now your opportunity has arrived. After two years of colonization the | |
| Robinson family has established themselves firmly on Alpha Centauri. With | |
| aid from you they have built several shelters, and are living off the land | |
| quite comfortably. Surely they wouldn't mind too much if you borrowed the | |
| ship, just to go back and inform Alpha Control where they are, mind you. | |
| The Robinsons are just setting off in the chariot to check the weather | |
| station, or dust the atomic pile, or some fool thing. You have learned | |
| enough to pilot the ship, but you must fuel it up, find the course data to | |
| Earth and make the ship spaceworthy before they return. | |
| THE GAME OF RECOVERY -- AN ALLEGORICAL ADVENTURE -- by Daniel J. Pallotta | |
| The Game of Recovery is an allegory based on the twelve suggested steps | |
| orginated by Alcoholics Anonymous, now widely used by many support groups. | |
| The Game was developed to illustrate some of the concepts involved in the | |
| steps. | |
| The game is intended for entertainment purposes only and is not intended | |
| to support, replace or otherwise supplement any group, program or | |
| philosophy. However, if you know of the steps, you have a head start and | |
| can refer to them. If you don't, then this game may illustrate what the | |
| steps are about. | |
| Remember, this game does not attempt to explain or define the Twelve | |
| Steps. "Take what you like and leave the rest." | |
| The game has "pop-up" hints. | |
| THE DARKEST ROAD TRILOGY -- by Clive Wilson. | |
| This trilogy consists of three related games: THE DARKEST ROAD, THE UNBORN | |
| ONE, and TWAS A TIME OF DREAD. | |
| THE DARKEST ROAD | |
| As the great sadness spread over the land and the darkness drew ever | |
| closer from the north, the whispers around the campfires were of some | |
| strange dark magic dispensed by the evil one known as the BLACK WANDERER. | |
| Far to the north, over the Darklen Moor and beyond the Eagleshorn, is | |
| where he is said to dwell, in a vast, grotesque fortress known as 'The | |
| Pinnacle'. From within its confines the 'Black One' deals out his awesome | |
| powers and covers the land in the creeping darkness that threatens to | |
| envelop all who occupy it... even the beast of the field and the fowl of | |
| the air are not safe from this dark malignancy. | |
| Then one morn as the sky grew ever greyer and the sun ever weaker, a | |
| Stranger entered the village... ragged and drawn he begged for sustenance | |
| and was grateful for the warm bread and cold milk that was offered him. | |
| In return he told of the darkness and of the BLACK WANDERER and his thirst | |
| for power. However, he also told of the means to prevent this happening | |
| and of the one person who could carry out this task. He told of the power | |
| of the SILENT SONG and of the bearer of this power. Of the person who | |
| could use this power... of YOU.... for you possess the gift of SILENT SONG | |
| and YOU alone can drive the darkness from the land. | |
| THE UNBORN ONE | |
| Once more, the Mysterious Stranger had appeared from out of nowhere and | |
| sought your assistance in putting right the problems besetting the land. | |
| For a vile plague had befallen the people... killing them in their | |
| thousands... and the Southlands were in dire need of some form of | |
| salvation. Unless this happened soon the Southlands would become no more | |
| than a barren wilderness, devoid of all life, save the warped beings that | |
| now stalked the night. | |
| This plague was brought about by the one known as 'The Unborn One'. An | |
| evil concocted by the Black Wanderer and hidden away until now, just | |
| waiting to heed his call. The Unborn One had risen and taken the Citadel | |
| of Gor as his nest and it was he who dispensed the plague in all its vile | |
| glory. The Citadel is protected by the Hosts, an evil breed of creature | |
| that only the legendary 'Silent Song' can destroy. But be warned, The | |
| Unborn One cannot be harmed by the 'Silent Song' ... | |
| It is a creature more deadly than the Black Wanderer and as such is immune | |
| to the powers of the Song. | |
| You must gain access to the Citadel and somehow stop The Unborn One from | |
| destroying the Southlands, whilst all the time avoiding the evil creatures | |
| that protect him. | |
| TWAS A TIME OF DREAD | |
| For three thousand years nothing has been heard of The Mysterious Stranger | |
| but now on a dark, wet and windy night he returns. To you, a descendent | |
| of the 'Singer of the Song'. You, a mere child, still flush with the | |
| vigour of youth. To you he comes. You who have done nothing remotely | |
| heroic in all of your seventeen years. | |
| The Mysterious Stranger tells you that although the Silent Song has been | |
| lost, it too has mutated. It has mutated within YOU.... into something | |
| more than what it was. But he cannot tell you what. That is for you and | |
| you alone to discover. He leads you to the giant bird Sebac, who is to | |
| carry you over the Eagleshorn to the realm of Legion and there he bids you | |
| farewell. You must now set out upon the giant bird in the direction of | |
| Legion and there do what you will to stop the evil spreading to the | |
| west....... | |
| MURDER AT THE FOLKESTONE INN -- A WEEKEND ADVENTURE WITH VITA SACKVILLE-WEST | |
| AND VIOLET TREFUSIS -- by Anne Laughlin | |
| You are Vita Sackville West, the lively and elegant British heiress who is | |
| married to the Foreign Office diplomat, Harold Nicholson. You are in love | |
| with Violet Trefusis, a woman from a family not unused to scandal; | |
| Violet's mother had been the mistress of King Edward. | |
| The year is 1918. Though both you and Violet have remarkably | |
| understanding husbands, it still remains a fact that in order for you to | |
| spend anything more than fleeting moments together, you and your lover | |
| must create the most elaborate of ruses. Some of these can be rather fun, | |
| however, and you look forward to the coming weekend's scenario with | |
| particular relish. You will dress as a man and accompany your lover by | |
| train to the sea-side town of Folkestone. There you will spend the | |
| weekend at a quiet inn, and whenever you appear outside your room you will | |
| do so in your role as Julian North. Both you and Violet are aching for | |
| the freedom to move about and act like lovers, to pretend for even a short | |
| while that yours is a world where you can love as you choose. You are | |
| also both excited by the prospect of pulling off such a gigantic charade, | |
| and only hope you can stay out of the bedroom long enough to show off what | |
| a handsome, well-bred couple you are. | |
| You and Violet head off for Folkestone on the train. You are dressed as a | |
| gentleman and very much look the part with your well-cut clothes and | |
| strong, clear features. You sport a small beard to divert attention from | |
| your fair skin, a wig to cover your long curls, and gloves to hide your | |
| small, feminine hands. In all other ways you are most natural in the | |
| masculine role. You laugh boisterously, flirt with and tease Violet, and | |
| handle her with a relaxed but possessive hand, to which Violet responds | |
| most gaily. You are both deliriously happy. | |
| So begins this very unusual adventure. | |
| OCEANA -- AN ADVENTURE IN A WORLD OF THE FUTURE -- By Philip Boswell | |
| In the year 2201, the first colonies were set up on the third and fourth | |
| planets of the Centauri system. The planets were named PIBOS and ERANOS. | |
| One of the most startling discovers made by the colony on PIBOS was the | |
| finding of ruins of an ancient undersea civilization. It was decided that | |
| to make excavations easier that an undersea base would be constructed to | |
| coordinate all excavations of the ruins. The base was named OCEANA and | |
| became fully operational in the year 2245. OCEANA remained operational | |
| and excavations continued for 12 years. | |
| While the excavations were going on at OCEANA, political conditions | |
| between PIBOS and ERANOS decayed to the point of war between the two | |
| planets. The goal of this war, it was said, was to determine which planet | |
| would control the Centauri system. In the year 2257, OCEANA became the | |
| main base of operations for the PIBOS war effort. Powerful weapons were | |
| created that could destroy missiles or ships in space. One of the most | |
| powerful was an energy cannon that was built into the structure of OCEANA | |
| itself. The cannon could hit an destroy any object on the surface or in | |
| orbit. The energy cannon at OCEANA was the only on ever built. If not | |
| for some last minute negotiations between the leaderships of the two | |
| planets, war would have been inevitable. The negotiations were successful | |
| and a joint leadership council was set up to allow both planets to control | |
| their system together. After the peace was established, it was decided | |
| that OCEANA would be shut down. The commander of OCEANA resisted this and | |
| tried to take control of the base, but was unsuccessful. He did manage to | |
| let a small portion of a lethal virus loose in the base. After releasing | |
| the virus, OCEANA's commander disappeared. The virus killed many members | |
| of OCEANA's crew before a cure was found. A search was undertaken to | |
| locate the commander, but he was never found. He was finally listed as | |
| missing and presumed dead. OCEANA was shut down after that incident and | |
| has not been visited since. | |
| The year is now 2304 and political tensions between the two planets are | |
| growing. Speculators say that war is inevitable and that with the more | |
| sophisticated weapons now available, the results of such a war are beyond | |
| imagination. The government of ERANOS has given indications that it is | |
| still willing to negotiate, but the government of PIBOS is refusing all | |
| attempts to negotiate. There are rebel groups on PIBOS that have tried to | |
| overthrow the government but haven't had the power to do it. In secret | |
| communications between ERANOS and these rebel groups, it was decided that | |
| the only way to convince the government of PIBOS to submit to negotiations | |
| was to destroy its war machines. To do this, it was decided to send | |
| someone, you, back to OCEANA to repair, if necessary, and take control of | |
| the weapons there and use them to destroy the government's weapons. | |
| You were given a submarine capable of making the journey to OCEANA and | |
| told that if you weren't able to complete your mission in fifteen hours, | |
| it would be too late to stop the war. Three hours after you left in your | |
| sub, you located OCEANA. It looked like a giant hemisphere on the ocean | |
| floor. You found the airlock and maneuvered your sub to connect with it. | |
| Your sub's automated docking system took over and docked your sub. You | |
| are ready to explore OCEANA and complete your mission. You have fifteen | |
| hours...GOOD LUCK! | |
| OCEANA is a "Master's Edition" game with its own font. | |
| TOHO ACADEMY -- an AGT "Master's Edition" game with GRAPHICS -- by Simon Barber | |
| TOHO ACADEMY is a scenario of antropomorphic action in text and graphic | |
| form, currently running in such magazines as Rowrbrazzle, New Affurmative | |
| Action and the FurThest North Crew APA. Imagine the setting; an idyllic | |
| island on the Pacific Rim, in the halcyon days of the mid 2030's..... a | |
| nice place to be, you might think? As a young ovine student on your first | |
| day, all you want to do is find out what's going on - maybe then you can | |
| survive long enough to start the Term! | |
| TOHO will appeal to fans of Japanimation, and "furry" stories. | |
| THE STOLEN -- LANDMARK?! -- OF DELOS -- by M. M. Ezzell | |
| "The bargain is agreed!" Your new employer, Sir Invers, has hastily | |
| granted your requests for expenses, equipment, and eventual reward. Now | |
| he slides a heavy purse toward you across his beaten-gold desk-top. | |
| "Enough of this talk! My augarists say you must be off at once. The worst | |
| threat to the holy Great Ankh is happening even now --" | |
| "Sir--" a timid old magician interrupts, giving you two rings still warm | |
| from forging "-- more news, and worse. Augaries now say there may be | |
| difficulty in identifying the true Ankh. So we have prepared this Ring of | |
| Truth. And also--" | |
| "Enough, enough!" Sir Invers waves him away. "Your horse is ready, just | |
| follow the main road south to Shadowvillage, go now!" He gives you a | |
| searching look. "Unless you have -- important questions." | |
| So begins THE STOLEN -- LANDMARK?! -- OF DELOS | |
| In Delos, few adventurers die of old age, and no one dies of boredom! In | |
| this game the challenge is to figure what to do, not which commands to | |
| type. | |
| SPACE MULE -- AN UNEXPECTED ENCOUNTER WITH THE UNKNOWN -- by Bruce David Loving | |
| You are the fourth child of a family of mid-level administrators. | |
| Unfortunately, the society into which you were born maintains the archaic | |
| custom of leaving just about everything to the first-born. You have had | |
| the not uncommon experience of watching two older siblings take their | |
| meager inheritance and quickly squander it, leaving them to scrabble out a | |
| woeful existence. | |
| So, with nothing to look forward to on this world, you set your sights on | |
| other worlds and take a job as a loader on a freighter. Many years of | |
| hard labor on the inter-world freighters finally allowed you to save | |
| enough to buy your own ship. It used to be a bio-freighter, carrying | |
| exotic foodstuffs between planets, then it was used as a repair scow. Now | |
| it is yours, and you have outfitted it to perform the task of asteroid | |
| mining. Whimsically christening it the "HAC", you embark on a solitary | |
| life of mining asteroids. | |
| You have made several trips to various asteroid belts and been able to | |
| find enough raw ore to restock your ship each time. You are happy with | |
| your lot and there is always the hope of a rich strike. | |
| Setting out on another expedition, you enter the co-ordinates of your | |
| latest mining location and settle down in your bunk to sleep as your ship | |
| heads outward into the great void between the stars...... | |
| You awaken with a throbbing headache, not helped by alarm klaxons sounding | |
| throughout the ship. | |
| You find yourself lying in a heap against the wall with a blanket tangled | |
| around you. This is not a good sign as you are sure you started the night | |
| in the bunk. Attempting to stand, you feel a sharp pain in your right arm, | |
| you are unable to put any weight on it. | |
| Softly shaking your head you try to piece things together. | |
| A. You are on the 'HAC', a MULE class deep space mining tug. | |
| B. You were enroute to your latest dig. An asteroid belt around an obscure | |
| planetary system. | |
| C. The MULE was in Skip-Space when you went to bed and should not have | |
| emerged for another 12 hours. | |
| D. As far as anyone knew, there was nothing that could harm a ship | |
| while it was in Skip-Space. | |
| E. If you do not turn that damn klaxon off immediately, your head is going | |
| to split into little pieces. | |
| So begins the Space Mule adventure. | |
| MULE is an AGT "Master's Edition" game with GRAPHICS. | |
| EARLIER CONTESTS | |
| Softworks has sponsored six 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. A "hard-boiled" detective adventure in the style of Sam | |
| Spade or Philip Marlowe! | |
| In the 1991 contest, we had a tie for first place: COSMOSERVE - AN | |
| ADVENTURE GAME FOR BBS-ENSLAVED by Judith Pintar, and THE MULTI-DIMENSIONAL | |
| THIEF by Joel Finch. | |
| COSMOSERVE - AN ADVENTURE GAME FOR BBS-ENSLAVED -- as might be guessed | |
| from the title -- is an adventure that takes place inside a BBS or Bulletin | |
| Board System (complete with sound effects for logging on, switching the | |
| computer ON and OFF, etc.) COSMOSERVE is a very, very original, innovative | |
| and unusual game! | |
| In the game THE MULTI-DIMENSIONAL THIEF, you play the role of a thief | |
| faced with the challenge of rooms "borrowed" from other universes and | |
| permeated with a number of useful items including the infamous "portable | |
| hole." Filled with wonderful puzzles that will remind you of Infocom's | |
| finest, THIEF is extremely well-written, clever and very funny. | |
| In the 1992 contest, we again had a tie for first place: CLIFF DIVER: | |
| INVESTIGATOR FOR HIRE -- PURCHASED SIGHT UNSEEN by Pat Farley and SHADES OF | |
| GRAY -- AN ADVENTURE IN BLACK AND WHITE by Mark Baker, Steve Bauman, Belisana, | |
| Mike Laskey, Judith Pintar, the hercules/Assoc. SysOp, and Cindy Yans | |
| CLIFF DIVER: INVESTIGATOR FOR HIRE -- PURCHASED SIGHT UNSEEN -- "Contrary | |
| to popular belief, the life of a private investigator is not one of hot cars, | |
| flying bullets, and loose women." -- so begins this story about Cliff Diver, | |
| P.I. This game is the second of a series of interactive novels featuring | |
| Cliff Diver, a private investigator living and working in San Francisco. | |
| Cliff's first case was our 1990 contest winner. | |
| SHADES OF GRAY -- AN ADVENTURE IN BLACK AND WHITE -- Shades of Gray was | |
| conceived, written and coded by seven people: two from England, two from the | |
| East Coast and three from the West. They have never met each other, never, in | |
| fact, spoken to each other on the phone, nor even corresponded by mail. The | |
| entire project was managed through E-Mail, from within a private CompuServe | |
| Gamer's Forum. This is a marvelous, mammoth and innovative game. | |
| 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." AGT was the recent winner of the Adventure & Strategy Club's | |
| Golden Chalice Award. | |
| Originally marketed as Shareware, the Adventure Game Toolkit is now | |
| available as "freeware" in versions for MS-DOS, Windows, Macintosh, Amiga and | |
| Atari ST computers. "Freeware" means that any user of the program is free to | |
| use AGT as they care to -- however, the authors of AGT still retain the | |
| copyrights for the AGT programs and documentation. Copies of the AGT program | |
| disks may be obtained from user groups, bulletin boards, or a wide variety of | |
| disk vendors for a nominal fee. | |
Xet Storage Details
- Size:
- 30.1 kB
- Xet hash:
- 020ab20eeec71a2c57c174aa07cceac2ec3d1e3393ad944febc98c036142bb0c
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