Ignorance is bliss. This is especially true for children whose unspoilt imagination lets them view many details about everyday life as the most miraculous wonders. Missing the bigger picture, not understanding why things are the way they are leads to viewing anything that is beyond their grasp to believe in magic. And what is the best thing about magic? The excitement, eagerly waiting for that surprising twist. Anything seems to be possible to them, because they simply have not seen everything yet. On the other hand being a grown up it is sometimes hard to recall those early days and feel that special kind of excitement again. That is until an unexpected surprise comes along and throws you off course into unfamiliar territory again. One of those might just be The Impossible Bottle.
The time has come. The night of all nights has arrived, where I will dive into darkness. Evil awakens and a nightmare comes true: Dracula rules our city of New York and the lord of darkness is also the head of the local corporation for cyber-genetics, cyber-space, cyber-surgery, cyber-technology, cyber-weapons and cyber-surveillance. Appropriately, it has been a very long time since the city has seen any light; we are in an apparently endless night.
By the power of Grayskull.... All the children in the 80s knew this catchphrase. They watched the adventures of He-Man and his friends (and foes) on TV, bought the action figures, read the comics. And of course there were several computer games for the most common systems of the time.
Terraquake is the only 'non-arcade' one of those. Infocom had its biggest era at the same time, so Interactive Fiction was 'in'. Many other companies tried their luck, but only very few reached the same quality as their big idol. So didn't this team (which includes Mike Woodroffe, who later became lead designer of the Simon the Sorcerer series).