The player character enters a mansion, anticipating a party which is to occur there later. He cannot interact with the environment in the usual way - however, the mansion reacts to his presence, reconfiguring itself depending on his actions.
Stories that touch the supernatural
Fate initially appears to be a somewhat typical text adventure. As you play, though, more layers begin to appear as you decide just what you are willing to do to protect yourself, your unborn child, and your country. Your first couple of choices are quite morally unambiguous, but later choices are not so easy at all. Are you willing to sacrifice an innocent life to save a country? Does a man who committed a murder decades ago and sincerely repented still deserve to be punished for it? These are the sorts of questions you find yourself grappling with.
The beginning of the game consists of you (or us) running around trying to figure out what the heck is going on. It is evadent that something is invading your home, and you have to stop it by using your powers and changing from object to object to solve the puzzle.
When thirteen year old Rosalind tires of her mother's angst, she sets off to grandmother's house for good food and better company. But upon arriving, she finds an empty house, a half-twisted quilt, and a full-on mystery. Thus begins her quest through space, memory and a closet full of skeletons.
Moon-Shaped is a typical puzzle-based interactive fiction, save that it favors fuller prose over fuller geography. Puzzles are of moderate difficulty and clued fairly well, and a menu interface offers progressive hints.
The Djinni chronicles is a story, or rather a series of linked stories, about humans summoning djinni in order to gain their heart's desires -- beauty, happiness for a loved one, victory over one's enemies, that kind of thing. The player is not put in charge of the humans, but in charge of the djinni.
The curtain lifts to a torrent of applause, as the city's gents and ladies lose their decorum for a just few moments in anticipation of something magical. The spotlights drown the glitter of sequins and pearls, the metal cane-tops and the shining buttons on the waistcoats. From where you are, centre of the boards, behind nothing but a baize table with nothing but the clothes you stand in, you are quite alone in the blinding white light.
the object of Spy Catcher is to identify and catch the "Mole" in MI7 (whose premises are known as "The Zoo"). This person, last night sometime, removed the plans of the "Sonic Macrothrodule" from the chief's safe and is preparing to leak them to a hostile power (Ruritania). The chief, Sir Arthur Cayley, in co-operation with Superintendent Hardy of Special Branch, leaves us to explore the Zoo to see what evidence we can find.
This single-room game is a good old-fashioned mystery story, in which you, as a groom in the service of a Victorian gentleman, hunt through your employer's study to discover the truth behind the death of your sweetheart.
When your brother Malcolm sends you a telegram inviting you to visit him at Biblioll College in the ancient university town of Christminster, you imagine that the mysterious `discovery' he alludes to is nothing more than some esoteric bit of chemistry, and that you'll have a pleasant day out in beautiful surroundings. But when you get to Christminster, nothing is as you expect. Where has Malcolm vanished to? What are the unpleasant Doctor Jarboe and the positively repulsive Professor Bungay up to? And what do long-forgotten alchemical treatises have to do with the modern day?
Twelve hours to solve the mystery. One false move, and the killer strikes again. It's been called "part of the latest craze in home computing (TIME magazine), an "amazing feat of programming" (THE NEW YORK TIMES) and the "Best Adventure of 1983" (ELECTRONIC GAMES).