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| Suspended: A Cryogenic Nightmare | |
|---|---|
Original packaging | |
| Developer(s) | Infocom |
| Publisher(s) | Infocom |
| Designer(s) | Michael Berlyn |
| Engine | ZIL |
| Platform(s) | Amiga, Amstrad CPC, Apple II, Atari 8-bit, Atari ST, Commodore 64, Plus/4, IBM PC, Macintosh, TI-99/4A, TRS-80 |
| Release | Release 5: February 22, 1983
Release 7: April 19, 1983 |
| Genre(s) | Adventure, Interactive fiction |
| Mode(s) | Single-player |
Suspended: A Cryogenic Nightmare is an interactive fiction video game written by Michael Berlyn and published by Infocom in 1983. Infocom's sixth game, it was released for Amstrad CPC, Apple II, Atari 8-bit family, Commodore 64, Commodore Plus/4, IBM PC (as a self-booting disk), TRS-80, and TI-99/4A. It was later available for Macintosh, Amiga, and Atari ST.[1]

The player's character has been embedded within a facility that controls vital systems, such as moving public transportation belts and weather control, for an Earth-settled planet called Contra. During the player's five-hundred-year tenure, the player would normally be kept in stasis while his sleeping mind serves as the Central Mentality for the largely self-maintaining systems. As the game opens, however, he is awakened by severe error messages; something is going wrong. The facility has suffered catastrophic damage from an earthquake, and the Filtering Computers are shutting down or becoming dangerously unstable. The inhabitants of the city assume that the Central Mentality has gone insane and is purposely harming the city, as a previous CM had done. The player's task is to repair the damage and restore the systems to normal states before a crew arrives at the facility to "disconnect" his mind, killing him, to be replaced with a clone.[2]

Rather than being free to move about and interact with the game world directly, the player's character spends the entire game in a state of suspended animation (hence the title) and can only interact by controlling the actions of a number of robot surrogates. Each robot has its own unique strengths and weaknesses, and describes the same rooms and objects in completely different terms based upon those specializations. The robots are:
So, for example, Auda will describe a room primarily in terms of the sounds being generated there, Poet will describe it in terms of diagnostics of the equipment there (and phrase it in amusingly metaphorical language), and Iris will provide a visual description. All six of the robots can be given orders in conjunction, and some of the challenges the player faces require that several of the robots work together to solve them.
There is a seventh robot, an all-purpose multifunction repair robot named Fred, who spends the entirety of the game broken and cannot be repaired.
Suspended has six ways to die.[3]
The cover of the original release was a three-dimensional moulded plastic mask, with cut-outs that revealed eyes printed on the game's manual. Reissues of the game had a more conventional cover. Each package included the following physical items:
The game sold 99,956 copies.[4]
Suspended was well received by critics. Softline praised the feelies as "continued breakthroughs in packaging and merchandising", and noted the game's replayability. The magazine concluded that "Suspended represents another milestone in the continuing evolution of the interactive computer novel."[5] Computer Gaming World considered each robot to have a unique personality, and praised the use of the library computer as an in-game hint system. The game's parser and time-saving techniques (such as a "follow" command) were similarly praised.[6] Brian Moriarty of ANALOG Computing also praised the robots' characterization, stating that "a few hours with these electronic personalities will make them your friends" and comparing the experience to that of "a fine novel". He concluded that Suspended and other Infocom products "are among the finest examples of a new and entertaining means of self-expression which can now be regarded as 'literature' without apology."[7] Ahoy! wrote that Berlyn "has lavished a good deal of complexity and eccentricity into his game. I recommend it."[8] Compute!'s Gazette called Suspended "an exciting, imaginative adventure game that's likely to keep you glued to your keyboard for hours." Although it also noted how the "response time can be somewhat slow" and "some commands require as long as two or more minutes for a response." But the Compute! review concluded: "If the small inconvenience of a sometimes slow response does not bother you, then I can highly recommend Suspended."[9] Hi-Res wrote that Suspended "is an excellent game" and "a worthy successor to the Zork series."[10]
The game received a Certificate of Merit in the category of "1984 Best Science Fiction/Fantasy Computer Game" at the 5th annual Arkie Awards.[11]: 28
Bill Wallace reviewed Suspended in Space Gamer No. 68.[12] Wallace commented that "If you do like text adventures - difficult ones - then this game is a must."[12]
In 1996, Computer Gaming World declared Suspended the 58th-best computer game ever released.[13]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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