Contains THIEF.D$$
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1st Prize - Softworks AGT Competition 1991
| Average Rating: Number of Reviews Written by IFDB Members: 1 |
This game has been on my wish list longer than any other game; I think it's been on there for years.
It comes from an interesting time in the IF community. While there are many different historical interactive fiction communities, the one I interact with the most can be traced back to IFComp, the two rec.*.if forums, and Infocom games. Between the end of Infocom and the beginning of Inform, there was a few-year 'interregnum' period with what I can only describe as pretty bad games that have not proven popular in later years.
Most of those were early TADS games (like the Unnkulia series) or AGT games (like this one). Among those are some standout gems, like Compuserve.
This game belongs firmly in the era it was published. It is an unabashed treasure hunt with a grab-bag setting and no literary aspirations. You are taking a test to get into a thieve's guild, so you wander a bunch of rooms that range from very boring (like the 'plain' room) to wacky like The Wizard of Oz, heaven and hell.
The key interesting feature is a portable hole that lets you travel through walls in every direction, making it helpful to map things out and guess where rooms might be. There are also a wide variety of strange devices.
Like most games of this era, this was designed to be tough, take a long time to replay, and require several playthroughs to time things right. I stopped and went to walkthroughs after I got stock in Oz (although later I found out I could have gotten out. But there's a plant that seems to eat you if you pass it too many times. But there's a way around that. So maybe you can beat it in one playthrough). Anyway, it's long and difficult. Club Floyd didn't finish it, and neither did one walkthrough writer.
It makes sense for its time; there were less games total, and one of this length and humor would have been difficult to find, so having something that would take forever to complete would be worthwhile. And collaborative play was more common then, with players posting hint requests on usenet. I could see this game making a great Let's Play nowawadays.
There's a lot of good in this game, so I thought of giving it a 4, but there's also a lot of silly arbitrary stuff and instant deaths, so I gave it a 3. I do think it's one of the best games in between Infocom and Inform that I personally have played.
To gain admission to the Guild of Multi-Dimensional Thieves, you must escape from a specially-prepared complex of rooms pasted together from various times and places. Visit Heaven, Hell, and Oz armed with a portable hole and a lightsabre. A nice puzzle-oriented game with a good sense of large-scale cohesiveness. Easy to get into unwinnable states; save often. Available in two forms: the original AGT version and an expanded version with a graphical interface reminiscent of Legend's early games.
-- Carl Muckenhoupt
SynTax
The storyline and some of the puzzles are good, but I always have misgivings about games which assume a degree of pre-knowledge. In this case I think you would have problems in the Oz section if you had not seen the film or read the book. Unfortunately there are a few bugs in the game which rather spoiled my enjoyment. (Alex McEwan)
All in all Multi-Dimensional Thief is a bizarre, fun-packed adventure, told with a great sense of humour and style. I think I've only managed to scratch the surface so far, but there looks like a lot more fun to be had in Joel Finch's world. [...] I cannot admit to being a great fan of the AGT adventure system but this is certainly one of the more impressive additions to the range. (Graham Cluley)
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SynTax
Joel has an open, easy-going style of writing which is very nice to read. His humour is first class, giving a witty response to almost anything you type in (try swearing repeatedly!). The puzzles are well-thought out and some 'standard messages' are random, so you have a different response to the same thing. (Grimwold)
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SynTax
In the first five minutes Joel had me smiling and laughing at the responses he had programmed in, something which is pretty hard to do. Joel takes the ridiculous and makes it even more strange without losing sight of the game. (James Judge)
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SynTax
On my very last attempt I was so completely frustrated that I told the program to go and procreate with itself and it insisted that I had to promise not to swear again before it would let me continue playing. Needless to say, I shut the machine down and there ended all my future attempts with MDThief. (Graham Raven)
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SPAG
[Reviews by Toni Cortes, Adam Justin Thornton and Christopher E. Forman]
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AGT must plays? by Rovarsson
I've recently started playing Cliff Diver 1 and I quit because I got impossibly stuck. I don't want to give u^p on a potential treasure trove though. Recommendations for AGT games?