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Jinxter

by Georgina Sinclair and Michael Bywater

1987

About the Story

Every silver lining has a cloud...

JUST WHEN A MAN THINKS HIS LUCK IS RUNNING OUT...

... things start getting even worse. He gets run over by a bus. Sprayed with cheese sandwich by a supernatural being. Smashed against a tunnel by a speeding train. He falls from two thousand feet into an artificial waterfall. He gets drunk, drowned and cursed. He gets incinerated, widdled on, folded,bent, spindled, mutilated and generally mucked about with.

And in return ?

In return he gets the leading role in a perplexing, hilarious race against time and chance, set in a jinxed land menaced by the impending death of good fortune.

Who are we talking about? Who is holding this box?

You guessed it.

Look on the bright side. It could be your luckiest move yet. Jinxter comes from Magnetic Scrolls, authors of international award-winning adventures The Pawn and The Guild of Thieves. It's more than a collection of crossword puzzles; it's a whole universe, where things behave as they do in the real world... with some alarming exceptions. Don't expect tiresome trolls, obvious orcs, silly spells and wet, wimpish witches in JINXTER. Infuriating, enchanting, absurd and hilarious by turns, JINXTER will surprise you with every move you make.

But don't forget: every lining has a cloud...

JINXTER - SOME PEOPLE HAVE ALL THE LUCK.


Game Details

Off-Site Reviews

Crash

"Although you begin on home ground outside your own front gate, a little exploration soon takes you to more exotic locations. Snorkelling, mousecatching, negotiating artificial waterfalls and underground passages are skills which must be acquired in the course of the adventure. The descriptions are well crafted and absorbing to read. A great deal of work has gone into including even more details than in previous Magnetic Scrolls adventures; the EXAMINE command almost always yields an atmospheric and humorous reply.

Aquitania's characters are depicted realistically. Burly bakers and prim postmistresses are oblivious to the seriousness of your quest - they're far too busy with their own lives. To get them to break off and pay attention it is necessary to project your imagination towards their needs rather than your own. Interaction is often a matter of tactful co-operation."
See the full review

Page Update History

v.5: 13-Jan-2009 13:36 - Lance Campbell (Current Version) - Edit Page - Normal View
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v.1: 21-Feb-2008 19:24 - Emily Short
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