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I used IFDB's random game function and it came up with The Lady in Green, an old AGT story that I had to compile from the source on the archive.
The game is very sparsely implemented. Many nouns that are prominent in the room descriptions are not recognised by the parser, and not all exits are well described. For instance, in early location you see you car. "Enter car" does not work, but "north" does, because, apparently, your car is north of you. This game, then, is certainly from an earlier era of amateur IF programming.
The story starts of in a modern day hotel, but you are soon transported back in time where you have to rescue a lost boy. This involves a few simple puzzles. The main difficulty, however, is that it frequently and unexpectedly becomes impossible to go back to where you were earlier, and if you haven't found all the items yet, you're stuck.
At the end of the game, you can choose between staying in the past and returning to the present, but the story is so sparse and perfunctory that the player will have no preference and the choice is moot.
Not an awful game, but I also cannot think of any reason to recommend it.
SPAG
The Lady in Green is another from the Electrabot/Detective school of gaming, although it has more in the way of puzzles and story than either of those two. Like them, gameplay consists primarily of following a more or less straightforward path through the game area until you reach the end, at which point you win. [...] The Lady in Green goes beyond this with some genuine puzzles, but they are still very easy and buggy. A couple even solve themselves (literally).
The story begins with you as a tired, bored businessman, returning home from a trip to your wife, kids, and unmowed lawn. At your hotel, you are captivated by a mysterious portrait of a sad-looking woman in a green dress that seems to be reaching out towards you. In true Twilight Zone fashion, you end up traveling through the portrait 200 years into the past into the (empty) bedroom of the lady in green.
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SynTax
Generally speaking the input requirements were almost too logical. The game was too easy to solve, apart from the final movements, and that was 'different'. [...] It seems a shame that such a descriptive style of writing should have been spoilt with so few puzzles and locations. But it was fun.
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