Amnesia _video game_ by pc10201


									Amnesia (video game)
From Wikipedia, the free encyclopedia

   Not to be confused with Amnesia: The Dark Descent.
Thomas M. Disch's Amnesia is a text adventure computer game created by
                                                                                          Thomas M. Disch’s Amnesia
Charles Kreitzberg's Cognetics Corporation, written by award-winning science
fiction author Thomas M. Disch, and programmed by Kevin Bentley using the           Developer(s)       Cognetics Corporation.

King Edward Adventure game authoring system developed by James Terry.               Publisher(s)       Electronic Arts
The game was acquired and produced by Don Daglow and published by                   Designer(s)        Thomas M. Disch (Writer)
Electronic Arts (EA) in 1986 for the MS-DOS PC and Apple II systems. A                                 / Kevin Bentley
version for Commodore 64 was released in 1987.                                                         (Programmer)
                                                                                    Platform(s)        MS-DOS, Apple II and
    Contents                                                                                           Commodore 64
 1 Description
                                                                                    Release date(s)    1986
 2 Features
                                                                                    Genre(s)           Text adventure
 3 Impact
 4 References                                                                       Mode(s)            Single player
 5 External links                                                                   Media/distribution 5¼" floppy disk

The game begins as the player's character awakens in a midtown Manhattan hotel room with absolutely no memory. He has
no clothes and no money, and doesn't even remember what he looks like. The player soon discovers he is engaged to a
woman he cannot remember, a strange man is trying to kill him, and the state of Texas wants him for murder. From here, the
player must unravel the events in his life that led him to this point.

In addition to being a text adventure, the game's major innovation was simulating life in Manhattan. Disch's model covered
every block and street corner south of 110th Street. A hard-copy map of the streets and subways of Manhattan was included
in the packaging. Players moved from place to place on foot, and had to reach destinations at the correct time of day to
initiate plot developments. Stores opened and closed at the correct times, street lights went on, and other aspects of New
York life were simulated. Almost 4000 separate Manhattan locations, including 650 streets, were part of the game. In this
aspect, along with the player's freedom of movement (most of the time), Amnesia can be seen as a forerunner of the sandbox
Amnesia also featured the ironic, rich writing style of Disch himself, in distinct contrast to the functional or tongue-in-cheek
tone of most text adventures. Disch is one of only three major writers (the others being Robert Pinsky, in Synapse Software's
Mindwheel (1984) and Douglas Adams, in Infocom's 1987 game Bureaucracy) to create an entirely original feature-length
piece of interactive fiction. However, over half of Disch's novel-length manuscript (possibly the largest ever in a major text
adventure computer game) had to be cut from the published version due to the storage limitations of the then-current 5¼"
floppy disk technology.

One of the last major text-based games published by a major games company other than Infocom, Amnesia is also the only
all-text adventure ever published by EA (The Hound of Shadow, released by EA in 1989, also was largely text-based but
featured static graphical screens in its displays to establish setting and atmosphere). Although highly praised upon its release
for its writing style, the game was only a moderate success.
This can largely be attributed to the game's limited power. The other major publisher of text adventures, Infocom, allowed the
player a great deal of freedom. Amnesia, however, constrained the player in many artificial manners. For example, in the
opening setting, the hotel room, the phone rings. Though the hotel room door is not locked, the player cannot leave the
room. The player must answer the phone in order to proceed. Similar artificial limitations were placed on players as they
traversed the game world. A review in Computer Gaming World described the game as being "too much like a novel" as a
result. The review also noted the main character would collapse after an unrealistically short amount of time if he didn't eat or
sleep frequently.[1]
Disch also wrote a screenplay based on the game's characters and story line and it was optioned to one of the major
Hollywood studios, but the film was never made.

   1. ^ Scorpia (January–February 1987), "Amnesia", Computer Gaming World: 44–45, 64–65

External links
   Amnesia     at MobyGames
   Link to Disch's full manuscript for Amnesia    at
   Amnesia packaging and artwork for Apple IIC       with a link to Disch's original manuscript

via Amnesia (video game)

To top