Deadline (1982 video game)

Last updated
Deadline
Deadline box art.jpg
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, Macintosh, Osborne 1, TI-99/4A, TRS-80
Release
  • Release 18: March 11, 1982
  • Release 19: April 27, 1982
  • Release 21: May 12, 1982
  • Release 22: August 9, 1982
  • Release 26: November 8, 1982
  • Release 27: October 5, 1983
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 family, Commodore 64, IBM PC (as a self-booting disk), Osborne 1, TRS-80, and later for the Amiga and Atari ST.

Contents

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]

Plot

The beginning of the game Deadline (video game) screenshot.jpg
The beginning of the game

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:

  1. Leslie Robner, the victim's wife
  2. George Robner, the victim's son
  3. Mr. McNabb, the gardener
  4. Mrs. Rourke, the housekeeper
  5. Mr. Baxter, Robner's business partner
  6. Ms. Dunbar, Robner's secretary

Gameplay

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.

Development

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:

  1. A police folder in a pouch containing an Inspector's Casebook [2]
  2. A plastic bag with 3 white pills found near Marshall Robner's body
  3. Notes from police interviews with Leslie and George Robner, Mr. Baxter, Ms. Dunbar, and Mrs. Rourke
  4. corpus delicti (summary of findings from the coroner's examination)
  5. A letter from Mr. Coates, Marshall Robner's lawyer, to the Chief of police
  6. An official memo from G.K. Anderson of the Lakeville, Connecticut police department
  7. A lab report on the teacup Robner drank from before his death
  8. A photo of the murder scene, complete with white chalk outline

In later "grey-box" editions of Deadline, many of these documents were incorporated into the Casebook, rather than existing as separate papers.

Reception

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]

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". [10] :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." [11]

Reviews

See also

Related Research Articles

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.

<span class="mw-page-title-main">Interactive fiction</span> Nonlinear narratives set by audience decisions

Interactive fiction, often abbreviated 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, graphic text adventures 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.

<i>Zork</i> 1977 video game

Zork is a text-based 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.

<i>Suspended</i> (video game) 1983 video game

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 family, Commodore 64, Commodore Plus/4, IBM PC, TRS-80, and TI-99/4A. It was later available for Macintosh, Amiga, and Atari ST.

<i>Return to Zork</i> 1993 video game

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.

<span class="mw-page-title-main">Dave Lebling</span> American computer game writer (born 1949)

Peter David Lebling is an American interactive fiction game designer (implementor) and programmer who has worked at various companies, including Infocom and Avid.

<i>Planetfall</i> 1983 video game

Planetfall is a science fiction themed interactive fiction computer game written by Steve Meretzky, and the eighth title published by Infocom in 1983. The original release included versions for Apple II, Atari 8-bit family, TRS-80, and IBM PC compatibles. The Atari ST and Commodore 64 versions were released in 1985. A version for CP/M was also released. Although Planetfall was Meretzky's first title, it proved one of his most popular works and a best-seller for Infocom; it was one of five top-selling titles to be re-released in Solid Gold versions including in-game hints. Planetfall uses the Z-machine originally developed for the Zork franchise and was added as a bonus to the "Zork Anthology".

<i>The Lost Treasures of Infocom</i> 1991 video game

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.

<i>Starcross</i> (video game) 1982 video game

Starcross is a 1982 interactive fiction game written by Dave Lebling and published by Infocom. The game was released for the IBM PC, Apple II, Atari 8-bit family, 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.

<i>Enchanter</i> (video game) 1983 video game

Enchanter is a 1983 interactive fiction computer game written by Marc Blank and Dave Lebling and published by Infocom. 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.

<i>Beyond Zork</i> 1987 video game

Beyond Zork is an interactive fiction computer 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.

<i>The Lurking Horror</i> 1987 video game

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 family, 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.

<i>Zork Zero</i> 1988 text adventure game

Zork Zero: The Revenge of Megaboz is an interactive fiction computer game, written by Steve Meretzky over nearly 18 months and published by Infocom in 1988. Although it is the ninth and last Zork game released by Infocom before the company's closure, Zork Zero takes place before the previous eight games. Unlike its predecessors, Zork Zero is a vast game, featuring a graphical interface with scene-based colors and borders, an interactive map, menus, an in-game hints system, an interactive Encyclopedia Frobozzica, and playable graphical mini-games. The graphics were created by computer artist James Shook. It is Infocom's thirty-second game.

<i>Spellbreaker</i> 1985 video game

Spellbreaker is an interactive fiction computer 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 family, Atari ST, Commodore 64, Macintosh, and DOS. Infocom's nineteenth game, Spellbreaker is rated "Expert" difficulty.

<i>Infidel</i> (video game) 1983 video game

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 family, Commodore 64, IBM PC, TRS-80, and TI-99/4A. Ports were later published for Macintosh, Atari ST, and Amiga. Infidel is Infocom's tenth game.

<i>The Witness</i> (1983 video game) 1983 video 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.

<i>Moonmist</i> 1986 video game

Moonmist is an interactive fiction computer game written by Stu Galley and Jim Lawrence and published by Infocom in 1986. The game was released simultaneously for the Amiga, Amstrad CPC, Apple II, Atari 8-bit family, Atari ST, Commodore 64, MS-DOS, TRS-80, TI-99/4A, and Macintosh. It is Infocom's twenty-second game. Moonmist was re-released in Infocom's 1995 compilation The Mystery Collection, as well as the 1996 compilation Classic Text Adventure Masterpieces.

<i>Border Zone</i> (video game) 1987 video game

Border Zone is an interactive fiction video game written by Marc Blank and published by Infocom in 1987. It was released for DOS, Apple II, Commodore 64, Amiga, Atari ST, and Macintosh. Unlike most other purely text-based games, Border Zone incorporates real-time aspects of gameplay. It is also Infocom's thirtieth game. Its tagline is "Action and international intrigue behind the Iron Curtain."

<i>Fooblitzky</i> 1985 board game video game

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 family, and IBM PC compatibles.

<span class="mw-page-title-main">Marc Blank</span> American game developer

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.

References

  1. Maher, Jimmy (July 11, 2012). "Deadline". The Digital Antiquarian. Retrieved January 24, 2023.[ self-published source ]
  2. 1 2 "Putting Fiction on a Floppy", Time , December 1983, archived from the original on 2011-11-06
  3. "Hot Gossip". Computer Games. February 1985. p. 8. Retrieved 15 January 2015.
  4. Rouse III, Richard (2005). Game Design Theory & Practice. Second Edition. Worldware Publishing, Inc. pp. 184, 186. ISBN   1-55622-912-7.
  5. Maloy, Deirdre (July–August 1982). "MicroReviews: Deadline". Computer Gaming World . Vol. 2, no. 4. p. 34. Retrieved 10 July 2017.
  6. Morgan, Chris (December 1982). "Deadline". BYTE . Vol. 7, no. 12. pp. 160–161. Retrieved 19 October 2013.
  7. Cook, Richard (December 1982). "Deadline". PC Magazine . Vol. 1, no. 8. p. 110.
  8. Rothstein, Edward, Reading and Writing: Participatory Novels, The New York Times Book Review, May 8, 1983.
  9. Morris, Anne (February 1984). "Deadline". K-Power. No. 1. p. 60. Retrieved 16 January 2015.
  10. Kunkel, Bill; Katz, Arnie (March 1983). "Arcade Alley: The Best Computer Games". Video . Vol. 6, no. 12. Reese Communications. pp. 32–33. ISSN   0147-8907.
  11. "150 Best Games of All Time". Computer Gaming World. November 1996. pp. 64–80. Retrieved 25 March 2016.