Hibernated 1 (Director's Cut)
A downloadable game
Have you ever dreamed about a journey far beyond the known regions of the universe? Close to Alpha Centauri, Olivia Lund is on the trail of one of mankind's greatest secrets and a thousand-year-old mystery. After nearly 20 years in hypersleep, she wakes up alone on her stranded ship, the Polaris-7. The artificial intelligence Io seems to be her only remaining friend now.
Hibernated 1 - This Place is Death (Director's Cut) is an Infocom style interactive fiction game. It's a complete rewrite of the classic, award-winning Hibernated game using Infocom's Z-machine standard, with tons of additional narrative content and riddles. If Infocom had been asked to recreate the classic Hibernated, the Director's Cut would have been the outcome.
SYSTEMS
The game is available for Commodore 64, Amstrad CPC and PCW, Spectrum +3, Spectrum Next, Commodore Amiga, Atari 8-bit, Atari ST, MS-DOS, Apple 2, BBC Micro, Acorn Electron, Commodore 128, Mega65, MSX 1 and MSX 2, Oric, Commodore Plus/4, TI99/4a, Commodore VIC-20, Commodore PET, SAM Coupé, TRS CoCo, TRS-80 Model III, TRS-80 Model 4, Osborne 1, Kaypro II, Kaypro 4, DEC Rainbow 100, Dragon64, classic Macintosh and modern PC. In addition, there are z3 and z5 files provided, for playing the game in your Z-machine interpreter of choice.
PHYSICAL RELEASE
There's a physical release available and it comes in a box that resembles the original Infocom packaging back from the day. It can be ordered from my publisher Poly.Play: https://bit.ly/3F6p4zJ
DONATIONS
This interactive story is the result from many moons of hard work, so any donation is much appreciated. In case you've already paid for the original game and now, after playing the Director's Cut, you somehow feel the urge to thank me a second time, you may also buy me a coffee: http://ko-fi.com/8bitgames
TEXT ADVENTURES IN THE MODERN ERA
Hibernated 1 Director's Cut is following the path of some of the most iconic interactive fiction releases from the 80s and early 90s, trying to resemble a retro look and feel but it also aims to meet modern era expectations. There are no dead ends and the diffculty level is moderate. Generally it's more about experiencing a story rather than drowning the player in frustration.
HOW TO PLAY THE GAME
You'll find a PlayIF card in this archive which also has been printed on a postcard for the physical release. This is your introduction to interactive fiction gameplay. The game makes use of a few additional verbs but it is very verbose in telling you what these are and how they are applied correctly. When the game starts, you are prompted to type HELP. Please do so at least once to learn about the specific game mechanics.
LOADING THE GAME / VERSION NOTES
Commodore 64:
Insert the game disk
Type: LOAD"*",8,1
When the computer has finished loading, type RUN
Amstrad CPC:
Insert the game disc
Type: RUN"DISC
You have to press a key to dismiss the intro screen
Spectrum +3:
Insert the Spectrum CPM Plus disk and then use the machine's LOADER feature.
Once CPM Plus has finished loading, insert the game disk
Now type PLAY GAME
You have to press a key to dismiss the intro screen
Puddle Soft has an agreement with the copyright holder of Locomotive CPM Plus, so that we are allowed to distribute the system together with Hibernated. If you're planning to play the Spectrum +3 version of the game and you don't own CPM Plus legally, it is mandatory that you pay the suggested donation, as we need to compensate the licensing costs.
Spectrum Next:
Your Spectrum Next has Z-machine support built-in. Just put the .z3 file on the SD card and load it from the Next file browser.
Amstrad PCW:
Insert the game disc
Type: INTERPRE
Amiga:
Just insert the game disk and the game will load automatically
You have to press a key to dismiss the intro screen
Atari 8-bit:
Insert game disk 1, the game will auto-boot
When prompted insert game disk 2
Atari ST:
Insert the game disk
You need to press a key to dismiss the intro
Make sure the machine is set to medium resolution
Open the disk and double click PLAY.PRG
This version of the game supports the UNDO command
MS-DOS:
Copy the contents of the game disk to your hard drive
Run PLAY.BAT to start the game
You need to press SPACE to dismiss the intro screen
This version of the game supports the UNDO command
Apple 2:
Insert the game disk
Type Y in case you want to run the game in 80 columns or Type N for 40 columns mode
BBC Micro / Acorn Electron:
Insert the game disk
Type *EXEC !BOOT to run the game
The game is compatible with the BBC Model B, BBC Model B+ and BBC Master 128 computers. It will run without sideways RAM, albeit slowly. Having at least 16K of sideways RAM or a 6502 second processor is recommended. Shadow RAM will make things even smoother. The game also runs on Acorn Electron computers, provided you have at least 16K of sideways RAM, which is a requirement. On the Elk, I recommend playing it with an ElkSD64, as with this device you won't need to worry about anything. Your Elk will thank you later. We all love the Elk!
Commodore 128:
Insert the game disk
Type LOAD"*",8,1
When your C128 has finished loading, type RUN
This version makes use of the extended memory of the Commodore 128.
Mega65:
Insert the game disk
Type BOOT
MSX 1 / MSX 2:
Insert the game disk
The game will boot automatically
You'll have to press a key to dismiss the intro screen
The game will run in 40 columns on a MSX 1 computer and in 80 columns on a MSX 2 machine.
Oric:
Put disk 1 into the drive
Type LOAD"INTERPR.COM"
When prompted, insert disk 2 and press a key
Commodore Plus/4:
Insert the game disk
Type: LOAD"*",8,1
When the computer has finished loading, type RUN
TI99/4A:
Insert the game disk
Choose wheter you want to play with 40 or 80 columns
When prompted to insert game disk 2, just press a key
The game is compatible with the TI-99/4A and Geneve 9640 computers. The minimum requirements for TI-99/4A are: 32K, Disk controller, and Extended BASIC cartridge. 80 column mode requires either an F18A or V9938 hardware enhancement. For the Geneve 9640 you need TIMODE (GPL) and the Extended BASIC cartridge files. You may use either the 40 column or V9938/58 option.
Commodore VIC-20
Insert the game disk
Type LOAD"GAME-VIC",8,1
when the computer finished loading type RUN
The game needs at least 28k of RAM, even better if you have a modern cartridge like the Penultimate Cart from The Future was 8-bit. The Penultimate Cart provides 35k of RAM for your VIC and makes the game run significantly faster than with 28k. You really need to be patient with 28k.
Commodore PET
Insert the game disk
Type LOAD"GAME-PET",8,1
when the computer finished loading type RUN
The game will fine on any PET with at least 32k but needless to say the more RAM you have the better the game will perform.
Sam Coupé
Load Pro-DOS from the provided Pro-DOS v2 disk
Insert game disk
Type LOAD
You have to press a key to dismiss the intro screen
TRS CoCo
Insert the game disk
type LOADM"GAME
when the computer is ready type EXEC
TRS-80 Model III
Insert game disk
Turn on your computer
The game will auto-boot
In case your computer was already turned on, you need to reset.
TRS-80 Model 4
Insert game disk
Turn on your computer
The game will auto-boot
In case your computer was already turned on, you need to reset.
Osborne 1
Insert game disk
type STORY to load the game
Kaypro II
Insert game disk
type GAME to load the game
Kaypro 4
Insert game disk
tape GAME to load the game
Note: Your Kaypro 4 will boot into Kaypro II mode to run this game.
DEC Rainbow 100
Insert game disk
type STORY to load the game
Dragon64
Insert game in disk drive 1
Insert loader in disk drive 2
Type LOAD"2:ENG05V32.BIN"
Type EXEC&H1100
It's recommended having two physical drives. However, you can load and play the game with only one drive. Just swap the disk after you loaded the engine and before you enter the EXEC command. Please note that the game won't run on a Dragon32 machine.
Classic Macintosh:
Insert game disk
Double click on the Puddle Soft disk image
Double click on Interpreter
Select -> File -> Import Z-Code file
In the menu select -> Display -> All files
Double click on the .story file
You need at least MacOS 7.5 for playing this game.
Modern PC:
Open the index.html file with a contemporary browser of choice
This version supports the UNDO command
Z-machine files (.z3 & .z5):
For use with your interpreter of choice, Frotz or Lectrote are favorable. I recommend using the z5 file when playing in a modern environment. The z5 version supports the UNDO command.
COPYRIGHT
Hibernated 1 - This Place is Death (Director's Cut) is copyright (c) 2018-2021 Stefan Vogt and Puddle Software.
CREDITS
This game has been written using Graham Nelson's Inform 6 language, words can hardly express his gift to the community. It uses PunyInform, an alternate library by Fredrik Ramsberg and Johan Berntsson, optimized for classic 8-bit and 16-bit targets. Without the hard work and support of these individuals, none of this would have ever been possible. I'd also like to thank Infocom for being a constant inspiration since my youth and for creating the Z-machine standard, allowing us to still honor their heritage so many years after they disbanded. I played many Infocom games on my beloved Commodore Amiga and now after more than 30 years I can neither forget nor let go. My deepest appreciation goes to Andrew Plotkin, whether it's for his work on the PlayIF card that comes with this game, the MaxZip interpreter that's been used for the classic Macintosh version or for helping us with feature requests and bugfixes on the current Inform compiler. Without any doubt he is one of the most vibrant personalities of the interactive fiction scene and I am glad he is around. Please also type CREDITS in game for wise words, dedications and the beta crew. Special thanks to Martin aka Logiker for the PETSCII directory art on the C64 and Plus/4 version of the game, the legendary Facet who contributed the loading screen on Commodore 64, Dylan Barry aka Rail/Slave who created the CPC loading screen, Vanja Utne aka Mermaid for the ZX Spectrum and MSX artworks, Ralph Niese for the box art and 16-bit intro screens, my friend Uto for the MSX loader, Ingo Hinterding aka AWSM for the C64 IRQ loader code, my buddy Christian Simpson aka Perfractic for all his support on his channel, again Fredrik and Johan for their amazing Ozmoo interpreter that is used for the C64, C128 and Plus/4 versions of this game, Edilbert Kirk for sharing his code and allowing me to use his VIC-20 and PET Z-machine interpreters, Steve Flintham for his outstanding work in porting Ozmoo to the BBC and the Elk, the one and only George Beckett for all his knowledge which resulted in the two of us hacking together a working and well performing Z-machine v3 interpreter for the Scinclair ZX Spectrum +3, for his incredible work with ZXLDR on the CP/M Plus .SCR renderer and of course for connecting me to the copyright holder of Locomotive CP/M Plus, allowing us to bundle it with the game, Dannii Willis aka CuriousDannii for his work on Parchment, the IF interpreter for the web that is used for modern PC version of this game, Hugo Labrande for his abbreviations optimization script, also for being the first person who tested my Puny buildtools suite and of course for the great, ongoing and fruitful conversation we have regarding interactive fiction, Linus Åkesson for his review of the original Hibernated in 2018 which helped me understand how much really could be done to improve the gaming experience for the player, and I have to admit it took me quite some time to overcome my ego and appreciate the useful feedback he provided back then, ultimately resulting in the game being rewritten as a Director's Cut, so thank you from the bottom of my heart Linus, in that context I also need to thank Marco Innocenti, for his encouraging words that helped me to stay on the path I've taken, Tim Gilberts for being my mentor since day one, and who else can say he has one of the true adventure legends as his mentor, Chris Ainsely, the man behind Adventuron with whom I have a wonderful exchange of thoughts, always inspiring and always restless, thanks to Mark James Hardisty, who creates and publishes the wonderful The Classic Adventurer bookazine, he's been a vibrant catalyst of my work, Juan J. Martínez for the CPC loader code and the dumpal utility, Chris Pile for his work on Pro-DOS, Pere for his work on the Dragon64 implementation, TI99 legend Barry Boone for allowing us to use his Z-machine interpreter and InsaneMultitasker for his amazing support in providing a sanitized TI99 image as well as F18A compatibility, the great Stuart Williams who granted me the legendary Crash Smash award for the game's first incarnation, wherever you are, I miss our conversations but I look forward meeting you again at the end of time. If I have forgotten you know in this hailstorm of appreciation, believe me when I say it didn't happen intentionally. Approach me and I'll make sure to add you to this manifesto here in the hall of giants.
Status | Released |
Author | Stefan Vogt |
Genre | Adventure, Interactive Fiction |
Tags | 16-bit, 8-Bit, Amiga, Commodore 64, DOS, infocom |
Download
Click download now to get access to the following files:
Development log
- Hibernated 2 devlogAug 09, 2024
- MEGA65 updateAug 09, 2024
- Bugfix for MEGA65Aug 14, 2022
- Release 13 / Hibernated 2 devlogJun 25, 2022
- Release 12 is out (bugfix release)Jan 24, 2022
- Release 11 is out, new ports available as well!Jan 21, 2022
- Release 10 is now available!Dec 27, 2021
- Release 9 is now available!Jun 27, 2021
Comments
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That was a quite dramatic story and for myself, a dive into my childhood (ZX 81 anyone?). I love reading and I love figuring out what meaning lies behind the words. Keeping maps and directions in my head. Where do I placed the teleport again???
Found out about your games after your talk to Dom Schott and even followed your recommendations (Marco Innocenti and Blerkotron). You all got me back to good ol' text adventures, thank you!
Retro or not, I played the game in a browser... smile and wave!
Awesome! Thank you so much for sharing your experience! Much appreciated! :)
This is the first text adventure I've ever played seriously or completed. Playing this with my wife on the Mega65 was a delight, debating what to do, trying the silliest things, the palpable wonder of uncovering the story. Thank you so much for all your work on this.
Wow, that's amazing! I am glad you guys liked it :)
May I ask how you play it? I have problems with both the R12 and R13 of the Mega65 versions. One can't save, the other freezes and crashes when typing in commands :(
You saw this? https://8bitgames.itch.io/hibernated1/devlog/416076/bugfix-for-mega65
So if you downloaded R13 on the original R13 release date, it still had an issue. You should be fine when downloading it again now.
I do have a MEGA65 myself and the game runs fine on it. Make sure that you run the latest MEGA65 core and Kernal.
I have a brand new Mega65 from the latest batch with ROM V920395 and downloaded the latest R13 archive two times. But there seems to be something wrong with the .d81 image.
My Mega65 seems to mount the image, but when I try to copy it to an actual 3.5" disk, the Floppy/d81 Imager V1.7 from Intro disk #3 can't read the image (in contrary to all other images on the sd card).
When I start the game I can hit Return and get an answer, but when I enter any word it just freezes.
I've updated the disk to use the modern Ozmoo interpreter instead, as I am doing with Ghosts. Feel free to download the archive once again and test if it works now on your MEGA65.
I am guessing something must have changed in the MEGA65. The old image was created by Deft, one of the MEGA65 admins. There is no chance it did not work and it definitely worked on our machines when we tested it.
PS: There is a slight chance that the error you are encountering, especially when trying to copy to a real floppy is related to your SD card being fragmented. That has nothing to do with the disk image itself but with the way you put files on the SD card. Regarding making a copy of it onto a real floppy, please refer to the MEGA65 Discord, as that has nothing to do with the disk image per se :)
Hi Stefan, I started playing Hibernated on DOSBOX, but apparently there's a bug in the game. I've 147 points so far, but there's no vibro knife in the sick bay area. I was wondering how to cut the hand from the corpse but didn't find the right item. When I was getting frustrated, I watched some walkthrough videos. In those videos the sickbay area contains a knife, but in my version of the game, it's simply missing. Is that a bug?
Hi, no, it's not missing. The Director's Cut is a complete rewrite of the original game and some riddles are different in it. Remember that SEARCH and EXAMINE trigger different actions in the game. You may want to go back to the Sick Bay and SEARCH a few things mentioned in the room descriptions ;)
Hey Stefan, I am playing this amazing game on my C64. I was surprised that "there is some Opeth in the air"...
Hahah yes, there is! Well spotted. Not many get the reference :)
It is my favourite band, I've have seen them live one year ago in Rome.
Any news about Hibernated 2?
Nope, I am still working on it. I tend to say now it's done when it's done but you could try my brand new game The Ghosts of Blackwood Manor if you like to 8bitgames.itch.io/ghosts
I was here to take it indeed. I have also taken the physical edition of The Curse of Rabenstein.
Finished yesterday night. Great adventure.
About music, I see you are a fan of another band I love, The Ocean. Keep on!!!
Yes I am. Robin is a friend of mine btw 😄
That's great! I have most of their album in vinyl.
They should play in the ancient amphitheatre of Ostia, close to Rome, like Opeth did last year.
They deserve a so magical venue.
How did you display graphics on the C64 with PunyInform? Did you have some separate loader load the graphics and then the z3 file, or are the graphics actually a part of the z3 file?
And are you going to give the PunyInform treatment to the sequels and The Curse of Rabenstein?
Sorry for the late reply, I must have missed this somehow. Yes, there is an option when you bundle a Z-machine game with Ozmoo on the C64 to add a loading screen, so rendering of the graphics actually happens while the interpreter and the story file is being loaded. In other words it is not part of the Z-machine and is displayed before the Z-machine takes over.
Yes, the Hibernated sequels will be written in PunyInform. I don't think I'll give The Curse of Rabenstein an Inform treatment, but I recently laid out some ideas for a Rabenstein sequel that definitely will be made with Puny. And I have, very recently finished a new game "The Ghosts of Blackwood Manor" (going to be released soon) which is written in Infocom's advanced Z-machine format (Z5), also with Puny as a library.
bug on the mega65, when the image is copied to a dd disk and you try restoring the saved game the drive just spins and never stops, until you save again.
Thanks for all of your efforts on this enjoyable text adventure! Being able to play it on my C128 in 80 column mode is a real treat.
Hi Stefan! How can I find the older versions for download? Thanks!
You mean the classic game or older versions of the Director's Cut? The classic game is here in the Downloads section. It is a separate ZIP file
I mean the release 10 specifically.
I don't keep track of older releases unfortunately. What do you need it for? And are you looking for a certain platform?
This game is really something. I remember trying to play text adventures on my Amiga over 20 years ago and I sucked at it, mainly because my english wasn't good enough. I tried 'Hibernated 1' on almost all the emulators I have installed on Linux and in Linux terminal with Frotz. I have to admit that I'm very impressed with Your work. You made versions of the game for probably all the best retro computers out there. This is some serious contribution to the retro world and there's even the web browser version. WOW!
I recommend playing this game on systems (real or emulated) that support 80 column mode like Sam Coupe with CP/M (ProDOS) or Linux terminal using Cool-Retro-Term, because green on black/phosphor fits the sci-fi atmosphere of the game.
This is how it looks in Linux terminal using Cool-Retro-Term and Frotz:
Hi Stefan! I am trying to get this game to load on a 64K TRS-80 Coco 1 - but having no luck. Can you advise? When I exec the program, I get an "internal error #4 -- end of session"
Issue resolved. It was a problem with the SD device used to load the game.
Fantastic game ! I write IF and i really loved this game..i bought the physical version .
How Many rooms and objets in this directory cut Hibernated ?
Hi!
I really enjoyed this one, playing in it both C64 and CPC version.
Can't wait for the followup!
Thank you so much! I am sure you're going to love the sequel :)
Hi Stefan,
I was wondering if it was possible to have a C128 .D81 image as the Pi1541 doesn't support .D71 disk images. The only way I can play it is on VICE as I don't have a SD2IEC.
I don't know how feasible it is but hopefully it's possible.
Hi, let me have a look into this. I am not sure if that is possible, I'll have to ask the guys who do the Ozmoo interpreter, because when you select the C128 target, the Ozmoo build script automatically generates a .D71 image.
Hi Stefan,
Using Ozmoo online I was able to create a .d81 image using the .z5 file. I used the target machine as a C128 and the drop down as 81:1581 dive, 1 disk. I tried it in VICE C128 and it worked. I haven’t tried it on my real C128 and I don’t know if it takes advantage of the extra RAM.
Awesome, yes it does make use of the Extra RAM.
Didn't see this until now.
When building for C128, D71 disk image is the default target, but D64 and D81 are fully supported as well. And regardless of this, the interpreter uses 100+ KB of RAM for game data, and it can use an REU if you have one. Also note that the game starts on the screen (40 col or 80 col) that is active when you type RUN.
Hi Stefan,
Having some issues getting the game to run on an expanded C16 (64Kb, effectively a Plus4) using an SD2IEC. Game gets to the splash screen and then just hangs. Any ideas?
That's very weird. I will check if the same problem happens on my Plus/4 together with my SD2IEC. It could have something to do with the picture loader, which is not my code (provided by Ozmoo). I'll get back to you ASAP!
Hi Stefan.
With apologies, I think this may be a problem at this end.
Other 64Kb games are also causing issues. I'm looking in to it on the hardware! Would appreciate the check, but it looks like it may be a local fault.
Hi, no worries. Yeah I just came to the same conclusion. I tested the game on my Plus/4 and it loaded up just perfectly with the SD2IEC. It must be a local hardware issue. Fingers crossed you're able to find it! Cheers
very good
Great job again, Stefan !!!!
Thank you so much! You're welcome! Glad you like it!
I don't know if I commented yet, didn't see any from me. I just wanted to say great job on this! The cassette version was finally what made me pull the trigger and buy this. I love making custom sleeves for my tapes. The game is really fun and the puzzles are just hard enough to get me stuck occasionally, but not ridiculous...except for the hand in the bowl part. I had the idea and I just didn't word it the right way and was stuck there for days wandering around the ship. I haven't finished it yet, but I certainly will. I also bough the sequel in hopes that it encourages you to make more tape adventures for the 64!
Stefan, first of all, thanks for your time and effort to bring a nice text adventure nowadays. Although I just finished it (including the add-on as well) recently, I have to say that despite the old two-word logic (which for experienced adventurers was odd till you get the hang of it), it was enjoyable with some nice puzzles included. The story was interesting too, including the addition of Io and the interaction between Olivia and it.
It's nice to hear that Hibernated 2 is under development (I guess), and a third part will finish this nice space trilogy.
The only downfall is the saving/loading routine. Even if you install the game on hard disk, it still searches for the floppy disk to save. There was a fix for the Amiga version of course, but hope later adventures will be able to run and save from a hard disk (I don't know if that's a limitation of DAAD).
Already supported of course by buying the physical copy of the game.
Ouch, I must have missed your message for some reason. Yes, that's a DAAD limitation. Cheers and thank you so much for your support!
Looks good! Any chance of a Next port? 😉
The game can be played without issues on the Next. In fact, the Next Team and I have teamed up some time ago and Hibernated is already in the list of games that came with your Next, so you even won’t need to download it from here :)
Awsome! I’ll get straight on that. I really enjoyed Curse if Rabenstein too :D
just got done playing this. had a great time with it. I often think about the subject you've presented and its a plausible possibilty in my mind. I've never done a text adventure before but it was a great intro for me. Looking forward to your others.
Thank you so much, I‘m glad you liked it :)
I just love the game and the atmosphere.
I bought the physical version for my C64 at polyplay.xyz and I look forward playing any successor titles :-) So please support Stefan so he can do more such awesome games in the future.
@Stefan: Just one thing plz. Isn't it possible to override savegames? When using an existing savegame filename it will cause an error message.
That's a limitation of the C64 filesystem itself, so for the moment it is not possible. You might want to play Eight Feet Under, which is an addon for Hibernated 1, if you haven't already. Cheers!
This is a great game! Any chance for you to make a version with graphics in it like you did in the Curse of Rabenstein? That would be an awesome upgrade. I think it would be OK if it needs to load up the graphics every now and then. If you have every played the C64 game Mindfighter, then that's the kind of graphics I'm thinking about. Would add loads of atmosphere into an already great game. Keep up the good work!
The Hibernated series will remain text only unfortunately, which kinda is my trademark. With Rabenstein I intentionally tried to create a graphic adventure. I‘m glad you like it! Cheers
Hey I've received the Atari ST game Stefan. I cannot wait to open the box and see what's inside!! Thank you :)
Just finished the game. Loved it - played the C64 version. You got me stumped there two or three times, but I can't say any of the puzzles are way too complicated (except where the parser requires "eat" instead of a simple "use" perhaps). The atmosphere is pretty good too - certainly reminiscent of popular game culture. The opening kind of reminds me of Level 9's "Snowball".
Congratulations on the use of DAAD parser - being Portuguese the Aventuras AD titles (or Spanish text adventures in general) played a big part in my imaginary. Of course the story of how supposedly Andrés Samudio (head of AD) was left hanging by Tim Gilberts is very interesting on its own - there's a "recent" interview - by Karnevi that tells the story (from Samudio's perspective).
Also added the game to the Interactive Fiction Database - please alter the details as you see fit, of course - here's the link.
Cheers and keep up the good work!
Thank you so much, I'm glad you enjoyed it. The C64 version got a 87% score in the recent Zzap!64 annual, I'm glad there is so much appreciation. You may be excited to know that there is a physical, boxed release coming in early December via Poly.Play, containing feelies and also coming with "Eight Feet Under", a standalone Hibernated 1 Addon. The opening actually is a homage to Infocom's "The Hitchhiker's Guide to the Galaxy". I never played Snowball but I acquired the trilogy some months ago and promised myself I'll catch up soon. Yes, Tim Gilberts was my mentor in this. We know each other very well. With the blessing of Andrés Samudio we fully recovered DAAD Adventure Writer recently. You can find it here.
Very enjoyable game - it reminds of old times. I'd like to see a score counter and a more helpful hint system, though...
Thanks for playing the game. In case you’re stuck, there is a solution up on CASA.
Thank you very much for the info and keep up your good work.
Excellent writing, lots to explore, and plenty of puzzles that will challenge you though not drive you mad. Get playing ...
Thank you so much for the kind words, I'm glad you like it :)
Excellent !!