As you can see from these screenshots, lead artist Bruce Sharp did a masterful job of creating the game's "worlds within worlds."

Bruce, too, went on to bigger and better things at a little neighborhood company named Microsoft.

The entire creative team was one of the best with whom I've ever worked. I am still very proud to say that I was involved creating something so beautiful... and yet, so fun.

While Torin wasn't my best-selling game, it's probably the most meaningful to me because I wrote it for especially for my daughter and I to enjoy together.

James G. Murphy's and Al Eufrasio's characters were memorable, original and unique.

With hand-drawn cell animation, stretch-and-squash was easy.

Torin was intended to be a series of five games, to be published in alternate years with King's Quest. Unfortunately, market conditions, and Sierra's loss of founder Ken Williams, meant that the first game of five was also the last.

While you don't have to have a child to play it with (I think it stands up perfectly well as a more-or-less standard adventure game), if you do have one, find a copy of it and play it together. I promise you'll both laugh, although not necessarily at the same times!

And Tawmis Logue even created a search engine replacement with one of Torin's characters. Thanks, Tawmis!