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==Notable Features==
==Notable Features==
"Detective" features events that are embedded in room descriptions and thus repeat unexpectedly. Walking into some rooms can result in death without warning. The directions of exits don't always correspond in expected ways, and some exits aren't part of corresponding pairs at all, sometimes making a return to the last visited room impossible. There are a good deal of empty rooms with no other apparent purpose than to create the idea of space.
''Detective'' features events that are embedded in room descriptions and thus repeat unexpectedly. Walking into some rooms can result in death without warning. The directions of exits don't always correspond in expected ways, and some exits aren't part of corresponding pairs at all, sometimes making a return to the last visited room impossible. There are a good deal of empty rooms with no other apparent purpose than to create the idea of space.


==Versions==
==Versions==

Revision as of 22:00, 29 August 2008

Mystery
Mystery
City
City
Home
Home

Detective is an AGT game (later ported to and satired in Inform) sometimes cited as an example of buggy and poorly written interactive fiction, written by then twelve-year-old Matt Barringer and his friends in a group called "Exile Games" for posting on the local Ghostbuster Central BBS. The game somehow found its way into the interactive community at large and was satirically annotated in C.E. Forman's Mystery Science Theater 3000 Presents "Detective".

Detective
Author(s) Matt Barringer
Publisher(s) n/a
Release date(s) Oct-1998
Authoring system AGT
Platform(s) AGT, Z-code
Language(s) English
License(s) Freeware
Multimedia
Color effects none
Graphics none
Sound/Music none
Ratings
Cruelty scale Polite

How It Begins

The player character is a detective. In the police chief's office, the chief asks the player character to investigate the mayor's murder and hands the player character a note introducing the game and its author.

Notable Features

Detective features events that are embedded in room descriptions and thus repeat unexpectedly. Walking into some rooms can result in death without warning. The directions of exits don't always correspond in expected ways, and some exits aren't part of corresponding pairs at all, sometimes making a return to the last visited room impossible. There are a good deal of empty rooms with no other apparent purpose than to create the idea of space.

Versions

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Links