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Amnesia

aka: Thomas M. Disch's Amnesia
Moby ID: 1775
Apple II Specs
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Description official description

The protagonist wakes up in a hotel room in midtown Manhattan with no clothes and no money, and what is worse, no memory. Soon he discovers that some man wants to kill him and he is wanted for murder in Texas. Now his quest is to find out what exactly is going on, who he is and how to set things right.

The defining feature of Amnesia is the inclusion of the whole of Manhattan, more specifically about 4000 separate locations, 650 streets and the subway system. For this reason the original package includes a map and the "X-Street Indexer" (a code wheel for finding the nearest cross street when aligning the avenue name with the street address number), so that the player can find his way.

The game also simulates the time of day which, for example, means that stores close and open at the correct time. Most puzzles are inventory or conversation-based and it is often required to be at right place at the right time. Additionally the player needs to take care about surviving, so he needs to take jobs to earn money, buy food and find shelter at night. This is represented by the score which is divided into three parts: detective (plot advancement), character (how he interacts with Manhattan's citizens) and survivor.

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Screenshots

Promos

Credits (Apple II version)

9 People

Written by
Programmed in the King Edward adventure language designed by
  • Cognetics Corporation
Programmer
Support Group

Reviews

Critics

Average score: 83% (based on 4 ratings)

Players

Average score: 3.5 out of 5 (based on 18 ratings with 2 reviews)

A decent attempt, but falls far short

The Good
The storyline to this game sounded compelling (as well as the cover artwork). I knew it was a text adventure, so I wasn't expecting any eye candy. Unfortunately, my interest in this game waned about as soon as I started playing it.

The Bad
I had respect for Electronic Arts games, so I was expecting this game to be at least as good as a run-of-the-mill Infocom text adventure. I was sadly disappointed. The text parser is horrible: many commands the Infocom engine wouldn't have any trouble parsing, tripped up this game repeatedly.

The story is rather linear, which is usually fine. But the game constrains you as to what you can do. For example, in the opening scene you are in a hotel room and the phone rings. You cannot leave the room and ignore the phone: you MUST answer the phone.

Because of the poor parser and lack of freedom, I stopped playing this game shortly after starting. I didn't have the determination to fight with the game's shortcomings. Any Infocom game I played was much more compelling than this attempt.

The Bottom Line
A frustrating attempt at a decent genre. Okay if you can spoon-feed its parser and don't mind a game that manhandles you.

PC Booter · by Frecklefoot (188) · 2004

Best text adventure Ever!!!

The Good
The game is so deep, the world is practically endless. The complex commands it can understand is mind boggleing. This game was truely ahead of its time. It sadly gets little mention.

The Bad
Hard as hell to beat, and time consuming.

The Bottom Line
If you like text adventures, play this! If you never played text adventures and think games that dont have polygons(or any gfx at all!!!) suck then play this and a whole new world of gaming will open to you. And yes they still do make text adventure games but they are mostly the online multiplayer type.

PC Booter · by Justin M (1) · 2002

Discussion

Subject By Date
Thomas M. Disch, RIP Pseudo_Intellectual (66362) Oct 8, 2008

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Identifiers +

  • MobyGames ID: 1775
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Contributors to this Entry

Game added by Belboz.

Apple II, Commodore 64 added by Terok Nor.

Additional contributors: MAT, Patrick Bregger.

Game added June 26, 2000. Last modified January 4, 2024.