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"After finishing with some afternoon fishing, you notice some rather dark and menacing clouds have snuck up on you. While preparing to head back to port, the wind picks up and jagged streaks of lightning stab the sky. A heavy rain begins to pelt you. The waves grow stronger and threaten to dump you in the raging ocean.
Dark clouds drift overhead and the ocean swirls angrily around the boat. You can barely make out anything in front of you.
Despite your attempts to keep the boat upright, a huge wave hits you and dumps you into the raging ocean. You plunge deep into the water and everything is confusion. You can't tell up from down as you struggle to make your way to the surface. You see what appears to be an island and use all your strength to swim towards it. After struggling with the surf, you pull yourself onto a beach. Tired and with muscles aching, you black out and sleep for what seems like hours.............
And when you wake up, you don't know where you are. Some kind of island, but you can't see or hear anything to indicate it's inhabited. One thing is clear though. You must somehow get off this speck in the middle of the ocean." [--blurb from Competition Aught-Zero]
45th Place - 6th Annual Interactive Fiction Competition (2000)
In this game, you are marooned on a small island, and you have to get off.
Like most adrift games, the parser is poor and has disambiguation trouble.
The game has a lot of under-described locations. And there is really no hint on what you are supposed to be doing. Also the walkthrough says to take tires, but the game says they are too heavy.
Overall, this seems like a really ambitious game with moving NPCs and fire simulation, but it was probably too big to polish up in time for the comp.
SynTax
You are free to explore the island in this traditional type game. It was nice to see a game with a different colour scheme (I've been playing too many Z Code games). [...] Marooned is nothing new or special, but fun anyway, despite its low ranking in the IF Competition.
-- Dorothy Millard
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>INVENTORY - Paul O'Brian writes about interactive fiction
The premise of the game was fine, but it's hampered by severe design problems, as well as the more fundamental weaknesses of the ADRIFT interface. All in all, I'd rather play Guess the Verb again.
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