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About the Story
Retrieve the diamond ring from the time museum.
Tied for forth place in the TADS division of the 1995 Annual Interactive Fiction Competition.
4th Place, TADS Division - First Annual Interactive Fiction Competition (1995)
A small time travel game. Your job is to recover a ring from the eponymous museum, an ancient structure shrouded in temporal paradox. But first, you must cause the ring to have been there. Fairly weak, as time-travel games go - it uses the gimmick of altering the past to affect the future, but in ways that don't make a great deal of sense.
-- Carl Muckenhoupt
The writing is not quite up to Infocom's standards, but quite adequate; the puzzles may not be very original but are clever and logical; the plot is simple but quite clever and the time travel is handled nicely. (Magnus Olsson)
I didn't enjoy playing this at all. Ninety percent of the game seemed to consist of tramping back and forth along the corridor in the different time zones, and the remaining ten percent was somewhat dull. (Gareth Rees)
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`Night' is a good example of how a shortish text adventure can build up a decent feeling of involvement and anticipation, even though you know beforehand that there will only be a minimal amount of scenery to explore (a whole 9 locations in this case), and a limited number of puzzles to solve.
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Number of Reviews: 2
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"A Night at the Museum Forever" by Chris Angelini, Forth Place finisher in the TADS division of the 1995 ifcomp, is the stereotype of an early amateur IF work. The entire premise is an excuse for the central puzzle; we find out that you are a professional "troubleshooter" hired by a corporation to recover a diamond ring in an otherwise ransacked museum which apparently can travel through time. There is no attempt to make us care about or understand why the diamond ring is there or why it would be so valuable, all of which is pointless since the solution to the puzzle renders the goal nonsensical. The implementation is paper-thin and the few puzzles are immediately obvious.
The minimal narrative frame is only given lip-service, and in fact at one point the fourth-wall came crashing down in front of me as I tried to examine the time machine and was told that "Its [sic] far beyond your ability to comprehend. Of course, as is typical of these adventure games, that isn't going to stop you from using it, now is it?" The introduction has a list of mysteries that never get answered or mentioned again. Additionally, the entire game has an unmentioned time-limit framed as a hunger puzzle, to which there is no solution. Even though this game is short, I completed it in half an hour, I recommend that all but the most die-hard completionists skip this one.
This is one of the earlier time travel games, being introduced in the first IFComp.
You are in a museum of time, trying to take its final treasure, a diamond ring. But its existence is not secure yet; you have to ensure it will be there when the time comes. So you travel back and forth between several time periods trying to create the diamond and glass cover and find the setting for the ring.
Some actions that you take don't seem like they'd actually work in real life. Other actions can be relatively straightforward.
Good for fans of puzzle time travel games.