Free Fall Associates has again combined innovative game design with sheer playability in the world's first action / text murder mystery. Murder on the Zinderneuf is set aboard a luxury dirigible in the year 1936. Sixteen people set out on the pleasure cruise but only fifteen return. With each new game, the computer generates a new victim, motive and killer, making this game different every time it's played.


How fortunate that one of the world's most respected detectives (the player) is also along for the ride. Can the supersleuth find the right clues, talk to the right people and accuse the guilty party before the ship lands (about 45 minutes real time)? If not - according to the instruction booklet - "somebody's going to get away with murder".


Before actually starting the game, the computerist steps into the gumshoes of a world-famous detective. There are eight "roles" to choose from, including the bumbling Chief Inspector Klutzeau, rumpled Lt. Cincinnato, elderly Miss Agatha Marbles and ultra-macho Harry Hacksaw.


Each detective is unique in the way he / she approaches people and the suspects are likely to respond in kind. Consequently, some of the detectives are harder to play than others. Besides, most people would rather confide in a sweet old lady than get beat up by a supercop. To further the role-playing experience, each time a suspect is questioned, the gamer has a choice of five approaches to take. For example, Klutzeau has "bumbling" and "confused" among his choices, while sexy Charity Flaire might try a more feminine approach like "helpless".


Only one kind of question can be asked of any suspect: "Tell me about (whoever)". The suspect's response depends on the approach the player chooses. Also, just because an approach worked on one suspect is no reason to assume the next person will respond just as well. The people onboard the Zinderneuf are individual characters, so players are advised to take into account who they're dealing with at the moment.


The joystick controls all movement of the detective aboard the airship and it's also used to make choices whenever the screen prompts the gamer. For example, when the detective runs into someone in a corridor or room, the joystick is pressed to choose between "Question", "Ignore" or "Accuse Suspect". Sleuths should make sure they have enough evidence before pointing any fingers, though, because once a person has been accused, he or she will totally ignore the detective for the remainder of the game. Only the right combination of physical evidence and established motive gets the guilty party to confess, while a too-hasty accusation - even against the killer - costs points from the final rating assigned at the end of the game. Luckily, when the Zinderneuf lands, players are given the option of making one final accusation.


Whether or not the case is solved, garners always find out at the end who killed the victim - and why.


The most impressive feature of Murder on the Zinderneuf is the computer's ability to generate a different scenario every time a new game is played. This reviewer has played more than 50 games and has yet to see a repeat. And each and every time, the plot makes perfect sense! Considering the magnitude of such a programming feat, it shouldn't come as a disappointment to learn that the graphics are a bit sparse and there's very little in the way of sound effects. It takes practice to learn the layout of the dirigible and to be able to distinguish different characters at a glance. Still, this game is definitely worth the effort.


With its varied, interesting cast of characters plus the opportunity to really role-play, Murder on the Zinderneuf is a mind-stretching treat for armchair detectives everywhere and each game is a half hour or so well-spent.