Become a detective, solve a crime

Dangerous Curves

This game can be overwhelming at first, with a large map (including a building with almost 300 rooms), an extensive time span (measured in days and hours), and a lack of strong direction. However, approached correctly, this is an enjoyable detective game.

You are paid to exonerate Jessica Kincaid from the charge of running over her husband. You take to the streets, examining items, talking to people, and generally investigating.

Make It Good

The call comes through. Of all the dicks; you get the call, sitting in the front seat of your car, hands shaking on the steering wheel. An urgent call; but all you were thinking of was the bottle in the liquor store and so that's where you went first.

Now you're pulled up outside the house. The rear mirror's showing two steely eyes. You adjust your hat, stiffen up your collar and grab your badge off the dash. Here goes. You've one last chance so...


It's Deadline, and it puts you, the keen-eyed sleuth, against a 12-hour time limit to solve a classic locked-door mystery. Armed only with the clues inside this package and your own wits, you must sift through myriads of evidence and motives to track down the killer. No easy feat, for all six of your suspects exercise free will - coming and going, scheming and maneuvering independently of your actions. And some of these personalities are so treacherous that, should you make the wrong move, one of them may do you in.


The planning was easy. Committing the murder was easy. But getting away with it? That's another thing.

Keepsake is a short, surreal story about vengeance and its consequences.

Spy Catcher

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.


You're interrogating a man suspected of the murder of his wife, but you also have other, more complicated goals. Packed with surprises, most of which will prove very confusing if you haven't been reading carefully, and requires learning-by-screwing-up (though there's a built-in explanation for that, of sorts). Some twists toward the end force you to reevaluate what's come before, but not quite as satisfyingly as other games that have pulled similar twists; the pacing doesn't work quite as well. Still, it works well and keeps you guessing.


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).