An explanation of the differences in navigation between this game and the common adventure. from mobygames.com
Starting in the Broken Drum... from mobygames.com
..when Twoflower comes in, looking for a room. from mobygames.com
One of the first illustrations from mobygames.com
One of the rooms for guests from mobygames.com
Twoflower wants to hire Rincewind as his guide. from mobygames.com
Loading screen from mobygames.com
The game begins in the Broken Drum from mobygames.com
Not every location features graphics from mobygames.com
Twoflower's room from mobygames.com
Twoflower in his element from mobygames.com
Plaza of the Broken Moons from mobygames.com
The Colour of Magic
The Colour of Magic is an interactive fiction adventure (with some graphics) set on Terry Pratchett's wildly improbable Discworld. The world, a flat disc, rests on the backs of four elephants, who in turn stand on the shell of Great A'Tuin the Turtle. Therefore, unlike some text games which use North, South, East and West, directions in Discworld are Hubward, Rimward, Widdershins, and Turnwise.
Players control Rincewind the Wizzard, the fastest Wizzard in Discworld, who understands the finer points of survival (like it's not where you are running to, it's what you are running from). In his adventure, based on the book of the same name, he meets Discworld notables like Twoflower the Tourist, Luggage the luggage, and Death while saving Ankh-Morpork (again).