1995 - Perfect Entertainment
TWG
Can be run in W98 but setup is DOS
The Location -
The Discworld is a flat planet that rides on the backs of four elephants
that rides on the back on one humongeous sea (or I should say star) turtle
by the name of Great A'Tuin. Sort of in the center of this disc is the
city of Ankh-Morpork (these are actually two cities that are cut in two by
the river Ankh - a river that is so polluted you can practically walk on
it. Now on to
The Story -
You play Rincewind - a wizard. Okay, okay, so most of the other wizards
think you're a duffas, but you have the pointy hat and the silly wizard
clothes, so that should count for something, right? Right. Back to the
story. You are summoned from a deep sleep - something you excel at - by a
messenger telling you that the arch chancellor wants to see you
immediately. Who is the arch chancellor? He just happens to be the head
honcho at Unseen University (the college of wizardry on the discworld)
and wielder of the most terrifying magic ever - the power to do away with
grants and stipends from un-cooperative underlings. But I digress -
You arrive in the chancellor's office to be informed that a dragon has
been reeking havoc on Ankh-Morpork and you have been assigned the task of
finding him, finding the villains who summoned him and then getting rid of
him (which could be very difficult to do since everyone knows there are no
such things as dragons - unless you believe in them and what sane person
would, right? Be that as it may, there appears to be such a beast and you
are told to fetch a tomb from the library on dragon detectors. So begins
your adventure, but first you have to wake up a certain piece of snoring
baggage. Then it's just you and your luggage off to conquer the dragon.
This game is a delight to play. It's a classic point and click adventure.
Inventory management consists of your friendly walking suitcase and
yourself - you can carry one other item - other than your money pouch - at
a time, while your walking baggage carries the rest. Death is always
waiting for you to slip up and the conversations between Rincewind and
Death are a riot. I spent most of my time talking to people just to hear
the wacky conversations - forgot what I was supposed to be doing once or
twice because I got so involved.
The puzzles run the gambit from logical (in their own little way) to
totally absurd. You very definitely have to suspend your belief with this
game in order to figure out some of them.
This game is full of humor, puns and just plain good fun and unfortunately
it is also almost impossible to find anymore (I'm talking legitimate
copies here).
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GameBoomers