The 99 Rooms: Difference between revisions

Everything About Fiction You Never Wanted to Know.
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The project was launched in June 2004, and has since had over four million visitors. The people behind the rooms are working on another project, ''Ana Somnia'', which follows the trail of our minds once we turn out the lights and are safe in bed.
The project was launched in June 2004, and has since had over four million visitors. The people behind the rooms are working on another project, ''Ana Somnia'', which follows the trail of our minds once we turn out the lights and are safe in bed.
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{{tropelist}}
=== Tropes in the 99 Rooms: ===
* [[Ambiguously Human]]: Most of the people depicted in the art.
* [[Ambiguously Human]]: Most of the people depicted in the art.
* [[Biological Mashup]]: One room has what sems to be a fusion of a camel and a vulture. Another has a rattlesnake-vulture.
* [[Biological Mashup]]: One room has what sems to be a fusion of a camel and a vulture. Another has a rattlesnake-vulture.

Revision as of 13:11, 13 November 2015

Is there a shortcut?

The 99 Rooms is a visual project by Kim Köster, Richard Schumann, Stephan Schulz and Johannes Buenemann. Using pictures of the abandoned East Berlin Industrial sector overlaid with Köster's art, each room has a 'task' that you must complete to progress, similar to point-and-click style escape games. (However, the 'escape' part is only if you want to play through the whole thing straight — you can bounce around and skip rooms as easily as you please.)

The rooms are... weird, to say the least. While the whole thing isn't too scary, some of the rooms you do not want to view in the dark.

The project was launched in June 2004, and has since had over four million visitors. The people behind the rooms are working on another project, Ana Somnia, which follows the trail of our minds once we turn out the lights and are safe in bed.


Tropes used in The 99 Rooms include: