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Deadline (DOS)

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MobyRank
100 point score based on reviews from various critics.
3.7
MobyScore
5 point score based on user ratings.

Advertising Blurbs

From the 1983 Infocom catalog "OUR CIRCUITS, OURSELVES!":
    DEADLINE pits you, the keen-eyed sleuth, against a 12-hour time limit to solve a classic locked-door mystery. Infocom literally puts the case in your hands, providing you with a dossier containing lab reports, police findings, dastardly-looking pills, and more. Once you embark on your investigation, you must sift through a myriad of clues and motives in order to track down the killer. No easy feat, for all six of your suspects exercise free will - coming and going, scheming and maneuvering independent of your actions. The NEW YORK TIMES' verdict says it all: DEADLINE is an "amazing feat of programming."

    Contributed by Belboz (6579) on Oct 09, 2001.

From the first Infocom fold-out catalog, 198?:

    You
    are about to see
    the fantastic worlds of Infocom
    unfold before your very eyes.



    DEADLINE A dead man. A locked door. Suicide? Hardly. Starting with a dossier containing lab reports, police findings, dastardly looking pills and more, you've got just 12 hours to build your case. But be careful: should you make a wrong move, one of your six suspects may do you in.

    Contributed by Belboz (6579) on Oct 05, 2001.

From The New Zork Times, Vol.1 No.1:

    First Computer Mystery Announced



    Imagine: instead of passively reading your favorite detective stories, having full control over the investigation, Infocom, creator of the unexcelled Zork adventures, has made another major advance in the development of the electronic novel: Deadline, first in the Interlogic mystery series.

    As Chief Inspector, you have been asked to conduct an investigation into the death of the great industrialist and philanthropist, Marshall Robner, an apparent victim of suicide. For one day you may visit the estate: examining evidence and observing and interrogating his family, servants and close business associates, in an effort to determine what actually happened.

    This mystery includes a number of major advances over previous computer games: the passage of time is quite realistic; the characters are very lifelike in their mobility and dialogue, and the ability of the program to understand English commands has been improved over that of Zork (which until now had the best language handling on the market).

    In addition to the game disk and manual, the mystery includes a preliminary police report with interviews of the possible suspects, reports by the police crime labs and medical examiner, as well as physical pieces of evidence.

    Contributed by Belboz (6579) on Aug 26, 2001.

"The Incomplete Works of Infocom, Inc." Catalog:
    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). It's DEADLINE and it pits you, the keen-eyed sleuth, against a 12-hour time limit to solve a classic locked-door mystery. Infocom literally puts the case in your hands, providing you with a dossier containing lab reports, police findings, dastardly-looking pills and more. Once you embark on your investigation, you must sift through a myriad of clues and motives in order 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. EXPERT LEVEL

    Contributed by Adam Baratz (1353) on Mar 30, 2001.

Unknown Source:
    When you take on DEADLINE, you're not just pitting yourself against a 12-hour time limit to solve one of the cleverest and most baffling cases in the detective genre. You're encountering a totally original concept in interactive adventure that literally puts the case in your hands. Working from an actual dossier on the crime and piecing together the myriad clues along the train, you face a challenge so sophisticated that your suspects possess independent, flesh-and-blood personalities. And some of those personalities are so treacherous that, should you make the wrong move, one of them may do you in.

    Contributed by Brian Hirt (10020) on Mar 01, 1999.