This article includes a list of general references, but it lacks sufficient corresponding inline citations .(May 2009) |
Deadline | |
---|---|
Developer(s) | Infocom |
Publisher(s) | Infocom |
Designer(s) | Marc Blank |
Engine | Z-machine |
Platform(s) | Amiga, Amstrad CPC, Amstrad PCW, Apple II, Atari 8-bit, Atari ST, Commodore 64, IBM PC, Mac, Osborne 1, TI-99/4A, TRS-80 |
Release | 1982 |
Genre(s) | Mystery, Interactive fiction |
Mode(s) | Single-player |
Deadline is an interactive fiction detective video game published by Infocom in 1982. Written by Marc Blank, it was Infocom's third game. It was released for the Amstrad CPC, Apple II, Atari 8-bit computers, Commodore 64, IBM PC (as a self-booting disk), Osborne 1, TRS-80, and later for the Amiga and Atari ST.
Deadline was Infocom's first mystery game, their first non- Zork game, and the game that started their tradition of feelies. The number of NPCs, the independence of their behavior from the player's actions, and the parser's complexity were considered revolutionary at the time of the game's release.[ not verified in body ] Also innovative was its use of "feelies"; physical documents that came with the game to help the player solve the mystery, resulting in its more expensive cost relative to other text adventures of the time. [1]
The player's character in Deadline is an unnamed police detective, summoned to a sprawling Connecticut estate to investigate the apparent suicide of wealthy industrialist Marshall Robner. [2]
The suspects, who walk around the estate pursuing their own agendas during your investigation, are:
New commands were implemented to suit the game's detective theme: the player can accuse or even arrest any of the suspects at any time. A well-timed accusation can cause an unnerved suspect to reveal previously concealed information. For an arrest to stick, however, the player must possess hard evidence of the three basics: motive, method, and opportunity. Without these, the game ends with a description of why the presumed culprit was released. The standard examine and search commands are present, but the player can also fingerprint objects or ask the invaluable Sgt. Duffy to analyze them.
There are only two ways for the player to die, [3] but Infocom gave Deadline a difficulty rating of "Expert", largely due to the abundance of evidence and false leads to be sorted out within a short timespan.
While writing Deadline, Marc Blank was strongly inspired by the 1930s out-of-print books written by Dennis Wheatley. The working title of the game was "Who Killed Marshall Robner", a reference to Wheatley's Who Killed Robert Prentice? . Blank wanted the player to feel like a detective while playing the game, and designed the game and its feelies around that. Because Deadline displayed a timer rather than the movecount and score that other Infocom games of its time showed, the game needed a custom interpreter, which made porting the game to different computers more difficult. [4]
Blank couldn't include all of the game's text in the limited 80KB of disk space. Working with a newly hired advertising agency, Infocom created physical items to provide information not included within the digital game itself. These items were:
In later "grey-box" editions of Deadline, many of these documents were incorporated into the Casebook, rather than existing as separate papers.
Although Computer Gaming World 's reviewer disliked the solution to Deadline's mystery, she praised the game's realism, documentation, extensive command vocabulary, and the frustration involved in both finding the killer and presenting enough evidence for a conviction. [5] BYTE called the game "fascinating" and "great fun", calling the multiple endings "a radical departure from the prototypical mystery". [6] PC Magazine called Deadline "of the highest quality. It is thoroughly researched and tested, and it is virtually flawless". [7] The New York Times Book Review also mentioned the narrative and participatory character of the game. [8] K-Power rated Deadline 8 points out of 10, stating that the game "is very exciting, is as good, or better, than Zork, and will bring long hours of enjoyment and, best of all, intrigue". [9] InfoWorld's Essential Guide to Atari Computers recommended the game as among the best adventures for the Atari 8-bit. [10]
The game received an award for "Best Computer Adventure" at the 4th annual Arkie Awards, where judges attributed the "richness and realism" of the game's dialogue to the advanced text parser that allows natural language input rather than the "telegraphic verb-noun phrases that other such disks generally employ". [11] : 32 In 1996, Computer Gaming World listed Deadline at #104 among the top 150 best games of all time, calling it "a tough text adventure that placed you in the midst of an intricate police procedural and let you wander around a mansion." [12]
Infocom was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called Cornerstone.
Interactive fiction (IF) is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphical text adventure games, where the text is accompanied by graphics still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.
Zork is a text adventure game first released in 1977 by developers Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company Infocom, expanded and split the game into three titles—Zork I: The Great Underground Empire, Zork II: The Wizard of Frobozz, and Zork III: The Dungeon Master—which were released commercially for a range of personal computers beginning in 1980. In Zork, the player explores the abandoned Great Underground Empire in search of treasure. The player moves between the game's hundreds of locations and interacts with objects by typing commands in natural language that the game interprets. The program acts as a narrator, describing the player's location and the results of the player's commands. It has been described as the most famous piece of interactive fiction.
Suspended: A Cryogenic Nightmare is an interactive fiction video game written by Michael Berlyn and published by Infocom in 1983. Infocom's sixth game, it was released for Amstrad CPC, Apple II, Atari 8-bit computers, Commodore 64, Commodore Plus/4, IBM PC compatibles, TRS-80, and TI-99/4A. It was later available for Mac, Amiga, and Atari ST.
Return to Zork is a 1993 graphic adventure game in the Zork series. It was developed by Activision and was the final Zork game to be published under the Infocom label.
Peter David Lebling is an American interactive fiction game designer (implementor) and programmer who has worked at various companies, including Infocom and Avid.
Planetfall is a science fiction themed interactive fiction video game written by Steve Meretzky, and published in 1983 as the eighth game from Infocom. The original release was for Apple II, Atari 8-bit computers, TRS-80, and IBM PC compatibles. Atari ST and Commodore 64 versions were released in 1985. A version for CP/M was also released. Planetfall was Meretzky's first published game, and it proved one of his most popular works and a best-seller for Infocom. It was one of five top-selling games to be re-released in Solid Gold versions with in-game hints. Planetfall uses the Z-machine originally developed for Zork and was added as a bonus to the Zork Anthology.
The Lost Treasures of Infocom is a 1991 compilation of 20 previously-released interactive fiction games developed by Infocom. It was published by Activision for MS-DOS, Macintosh, Amiga, and Apple IIGS versions. It was later re-released on CD-ROM, and in 2012 on iOS.
Starcross is an interactive fiction game written by Dave Lebling and published in 1982 by Infocom. The game was released for the IBM PC, Apple II, Atari 8-bit computers, Commodore 64, TRS-80, TI-99/4A, and later the Atari ST and Amiga. It was Infocom's fifth game and first in the science fiction genre. Starcross takes place in the year 2186, when the player's character is a lone black hole miner exploring an asteroid belt. It sold 90,315 copies.
Enchanter is an interactive fiction game written by Marc Blank and Dave Lebling and published by Infocom in 1983. The first fantasy game published by Infocom after the Zork trilogy, it was originally intended to be Zork IV. The game has a parser that understands over 700 words, making it the most advanced interactive fiction game of its time. It was Infocom's ninth game.
Beyond Zork: The Coconut of Quendor is an interactive fiction video game written by Brian Moriarty and released by Infocom in 1987. It was one of the last games in the Zork series developed by Infocom. It signified a notable departure from the standard format of Infocom's earlier games which relied purely on text and puzzle-solving: among other features, Beyond Zork incorporated a crude on-screen map, the use of character statistics and levels, and RPG combat elements.
The Lurking Horror is an interactive fiction game released by Infocom in 1987. The game was written by Dave Lebling and inspired by the horror fiction writings of H. P. Lovecraft. The original release was for MS-DOS, Apple II, Atari ST, Atari 8-bit computers, and Commodore 64. It was Infocom's 26th game and the only in the horror genre. Infocom rated it as "Standard" in terms of difficulty. Later, it was ported to the Amiga with the addition of sound effects, making it the first Infocom adventure with that feature.
Spellbreaker is an interactive fiction video game written by Dave Lebling and published by Infocom in 1985, the third and final game in the "Enchanter Trilogy." It was released for the Amiga, Amstrad CPC, Apple II, Atari 8-bit computers, Atari ST, Commodore 64, Classic Mac OS, and MS-DOS. Infocom's nineteenth game, Spellbreaker is rated "Expert" difficulty.
Infidel is an interactive fiction video game published by Infocom in 1983. It was written and designed by Michael Berlyn and Patricia Fogleman, and was the first in the "Tales of Adventure" line. It was released for the Amstrad CPC, Apple II, Atari 8-bit computers, Commodore 64, IBM PC compatibles, TRS-80, and TI-99/4A. Ports were later published for Mac, Atari ST, and Amiga. Infidel is Infocom's tenth game.
The Witness is an interactive fiction video game published by Infocom in 1983. Like Infocom's earlier title Deadline, it is a murder mystery. The Witness was written in the ZIL language for the Z-machine, which allowed it to be released simultaneously on many systems. It is Infocom's seventh game.
Border Zone is an interactive fiction video game written by Marc Blank and published by Infocom in 1987. It was released for IBM PC compatibles, Apple II, Commodore 64, Amiga, Atari ST, and Mac. Border Zone incorporates real-time elements into the gameplay. It is also Infocom's thirtieth game. Its tagline is "Action and international intrigue behind the Iron Curtain."
Fooblitzky is a board game-style video game published by Infocom in 1985 and designed by a team which included interactive fiction authors Marc Blank and Michael Berlyn. It is unique among Infocom titles for not being interactive fiction and for being the first to incorporate graphics beyond ASCII characters. Unlike most Infocom games, it was only released for the Apple II, Atari 8-bit computers, and IBM PC compatibles.
Marc Blank is an American game developer and software engineer. He is best known as part of the team that created one of the first commercially successful text adventure computer games, Zork. In 2009, he was chosen by IGN as one of the top 100 game creators of all time.
Police Quest II: The Vengeance is a 1988 police procedural adventure video game developed and published by Jim Walls and Sierra On-Line. It is the second installment in the Police Quest series. The game continues the story of police officer Sonny Bonds as he attempts to apprehend an escaped convict.
Breakers is a science fiction-themed interactive fiction video game published in 1986 by Synapse Software, which was then a division of Broderbund. It was released for the Apple II, Atari ST, Commodore 64, and MS-DOS. The game was the last of Broderbund's "Electronic Novels" series, and was not a commercial success. Critics complimented the complex storyline, but found the game's parser had not kept pace with other game developers.
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