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- Supersedes: <games/interactive-fiction/part2_1079601013@rtfm.mit.edu>
- References: <games/interactive-fiction/part1_1082200966@rtfm.mit.edu>
- X-Last-Updated: 2004/02/15
- Organization: none
- Newsgroups: rec.games.int-fiction,rec.arts.int-fiction,comp.sys.ibm.pc.games.adventure,comp.sys.mac.games.adventure,,rec.answers,comp.answers,news.answers
- Subject: rec.games.int-fiction FAQ 2/3
- Followup-To: rec.games.int-fiction
- From: svanegmond@home.com (Stephen van Egmond)
- Approved: news-answers-request@MIT.EDU
- Summary: rec.games.int-fiction is a newsgroup for playing and discussing
- interactive fiction, also known as text adventures.
- This posting contains some history of interactive fiction,
- references to current resources, hints, games, Infocom (and
- other) memorabilia, and netiquette guidelines.
- Newcomers should observe the spoiler guidelines in part 1.
- Part 1 is an introduction and resource list.
- Part 2 contains information about Infocom.
- Part 3 contains information about non-Infocom releases and companies.
- Originator: faqserv@penguin-lust.MIT.EDU
- Date: 17 Apr 2004 11:27:56 GMT
- Lines: 1016
- NNTP-Posting-Host: penguin-lust.mit.edu
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- Xref: senator-bedfellow.mit.edu rec.games.int-fiction:75030 rec.arts.int-fiction:116241 comp.sys.ibm.pc.games.adventure:346527 comp.sys.mac.games.adventure:143611
-
- Archive-name: games/interactive-fiction/part2
- URL: http://bang.dhs.org/faq/
- Maintainer: Stephen van Egmond <svanegmond@home.com>
- Version: 1.7 - December 2003
-
- A strange little man in a long cloak appears suddenly in the room. He is
- wearing a high pointed hat embroidered with astrological signs. He has a
- long, stringy, and unkempt beard.
-
- The Wizard draws forth his wand and waves it in your direction. It begins
- to glow with a faint blue glow. The Wizard, in a deep and resonant voice,
- speaks the word "FAQ!" He cackles gleefully.
-
- (2.1) Infocom
- This is part 2 of the Frequently Asked Questions list for the group
- rec.games.int-fiction, a Usenet newsgroup for the discussion of
- Interactive Fiction games and related topics. To read a specific
- question, use your newsreader's search function on the string "(n)",
- where n is the question number, or click on one of the links below if
- you are viewing this in HTML.
-
- Contents of this file:
- (2.1) Infocom
- (2.2) What happened to Infocom, anyway?
- (2.3) How did Infocom make those neat packages?
- (2.4) Hey, anybody know how I can reach Steve Meretzky?
- (2.5) Classic Infocom titles
- (2.6) Previous Infocom compilations you still might find
- (2.7) Recent Infocom products
- (2.8) Infocom's historical artifacts
- (2.9) Missing game pieces
- (2.10) What is a Z-Machine?
- (2.11) Where can I get free Infocom games?
- (2.12) Creating your own adventure games
-
- Part 1 covers the elements of rec.games.int-fiction. Part 3 covers
- non-Infocom game producers.
-
- The current maintainer is Stephen van Egmond. Questions and information
- should be mailed to mailto:svanegmond@tinyplanet.ca. The most recent
- version is at http://bang.dhs.org/faq/
-
- The dream dissolves around you as his last words echo through the void....
-
- > AIMFIZ FORD PREFECT
- As you cast the spell, the moldy scroll vanishes!
-
- After a momentary dizziness, you realize that your location has changed,
- although Ford Prefect is not in sight...
-
- You can make out a shadow moving in the dark.
-
- > LOOK AT SHADOW
- The shadow is vaguely Ford Prefect-shaped.
-
- This is a squalid room filled with grubby mattresses, unwashed cups, and
- unidentifiable bits of smelly alien underwear. A door lies to port, and an
- airlock lies to starboard.
-
- Ford removes the bottle of Santraginean Mineral Water which he's been
- waving under your nose. He tells you that you are aboard a Vogon
- spaceship, and gives you some peanuts.
-
- > ASK FORD ABOUT INFOCOM
- A long silence tells you that Ford Prefect isn't interested in talking
- about Infocom.
-
- Ford yawns. "Matter transference always tires me out. I'm going to take a
- nap." He places something on top of his satchel. "If you have any
- questions, here's The Hitchhiker's Guide to the Galaxy" (Footnote 14).
- Ford lowers his voice to a whisper. "I'm not supposed to tell you this,
- but you'll never be able to finish the game without consulting the Guide
- about lots of stuff." As he curls up in a corner and begins snoring, you
- pick up the Guide.
-
- > CONSULT GUIDE ABOUT INFOCOM
- The Guide checks through its Sub-Etha-Net database and eventually comes up
- with the following entry:
-
- (2.2) What happened to Infocom, anyway?
- This information is taken from [what was once] the comp.sys.ibm.pc.games
- FAQ, with thanks to Infocom's Stu Galley for passing it along:
-
- [Thanks to Dave Lebling (Infocom co-founder) for the definitive info on
- this]
-
- Infocom never went out of business. It went deeply into debt to develop
- a database product (named Cornerstone) that was a commercial flop. It
- went shopping for a merger and found Activision, which later changed its
- name to Mediagenic. What did happen is that in May of 1989 Mediagenic
- closed down the "real" Infocom in Cambridge, Massachusetts, and laid
- (almost) everyone off. All the releases up through Zork Zero, Shogun,
- Journey, and Arthur were developed in Cambridge.
-
- Mediagenic licensed the UK rights to the games to Virgin Mastertronic
- some time ago.
-
- Mediagenic went nearly bankrupt, was taken over by outside investors,
- and taken through a so-called "pre-packaged Chapter 11 bankruptcy" in
- January, 1992. As part of that process, they changed their name back to
- Activision, moved from Silicon Valley down to LA, and recently merged
- with a company owned by the investors (called The Disc Company).
- Activision continues to release new products under the Infocom label,
- including collections of Infocom's text adventures. Their graphical
- CDROM adventures have been greeted with dour grunts on
- rec.*.int-fiction, but the games seem to be improving in quality with
- every new release.
-
- You begin to feel distinctly groggy.
-
- > WHAT IS A ZORKMID?
-
- (2.3) How did Infocom make those neat packages?
-
- From: Dan Schmidt <dfan@harmonixmusic.com>
- Newsgroups: rec.games.int-fiction
-
- Fredrik Ekman <ekman@lysator.liu.se> wrote:
- >I am wondering who wrote the stuff that came with the classic Infocom
- >packages, such as the Enchanter "History of Magic" or the Leather
- >Goddesses comic-book. Was it the game authors or someone else?
- >Was there some kind of "editor" for the game packages that had the
- >over-all responsibility for art, text and extra gimmicks?
-
- I work with Mike Dornbrook, so I asked him. Here's his response: [MD
- developed InvisiClues and had an illustrious career in Infocom's
- marketing department.]
-
- There were actually quite a few people involved in creating the package
- elements for Infocom games. The game authors (we called them "the
- implementors") were the primary writers. The first exotic package was
- for Deadline (the third game, after Zork I and II). It was created
- because Marc Blank couldn't fit all the information he wanted to include
- into the 80K game size. Marc and the ad agency, Giardini/Russel (G/R),
- co-created the police dossier which included photos, interrogation
- reports, lab reports and pills found near the body. The result was
- phenomenally successful, and Infocom decided to make all subsequent
- packages truly special (a big benefit was the reduction in piracy, which
- was rampant at the time).
-
- The first 16 packages were done in collaboration with G/R. David Haskell
- was the primary copywriter for Infocom materials (ads, catalogs, package
- elements, etc.). G/R typically did the "fluffier" pieces. Infocom's game
- implementor (and one of the co-founders) Dave Lebling wrote "The History
- of Magic" in Enchanter, but G/R wrote the "True Tales of Adventure" in
- Cutthroats. [The attentive reader will note that Sorcerer has a creature
- named "Jeearr", which is absolutely not a coincidence. --SvE]
-
- We were spending a fortune on package design ($60,000 each on average in
- 1984 - just for design!), so we eventually decided to bring it in-house.
- I hired an Art Director, Carl Genatossio, a writer, a typesetting/layout
- person, and someone to manage all the "feelies" in the packages. These
- folks (plus an occasional contractor during busy periods) did all the
- packages, hint books, New Zork Times, sell sheets, etc. from 1985 until
- the end in 1989. There were two writers during that time period -
- Elizabeth Langosy for most of it, then Marjorie Gove. Again there was a
- mix of game implementor writing and "marketing" writing. For instance,
- Steve Meretzky wrote the comic book in Leather Goddesses, but Elizabeth
- wrote the newspaper in Sherlock.
-
- An unsung heroine of Infocom was our Production Manager, Angela Crews.
- She was responsible for acquiring the scratch-n-sniff cards, ancient
- Zorkmid coins, glow-in-the-dark stones, etc. which made the packages so
- distinctive. It was often an incredibly difficult task.
-
- As for who oversaw all of this, again, there were many responsible. The
- Product Manager (first me, then Gayle Syska, then Rob Sears) worked with
- the Implementor and the Art Director to come up with a concept for the
- package and hammered out the details of the elements. All of these folks
- were intimately involved in the approvals, editing, tweaking, etc. which
- all of the elements underwent over a 3 to 4 month period. And many
- others (from the President, to Sales, to Testing) put in their two cents
- along the way.
-
- I would estimate that each Infocom package had 1.5 man-years of effort
- invested in its creation.
-
- Regards,
- -Mike Dornbrook
-
- You begin to feel indistinctly groggy.
-
- > LOOK UNDER MATTRESS FOR IMPLEMENTOR
-
- (2.4) Hey, anybody know how I can reach Steve Meretzky?
- The members of the original Infocom crew have moved on to other
- positions. Any kind of "where are they now" would probably be wrong, out
- of date, and almost certainly unwelcome. David Lebling has recently
- surfaced on rec.*.int-fiction to comment from time to time, and so has
- Liz Cyr Jones, Brian Moriarty and others. Other implementors may be
- lurking; nobody knows.
-
- You see nothing else interesting.
-
- > CONSULT GUIDE ABOUT CLASSIC INFOCOM PRODUCTS
- The Guide checks through its Sub-Etha-Net database and eventually comes up
- with the following entry:
-
- (2.5) Classic Infocom titles
- Classic Infocom is generally defined to be anything before Return to
- Zork. Activision owns the rights to all the Infocom games and
- trademarks, and occasionally releases them in some repackaged form or
- another.
-
- Activision is currently [footnote 42] selling a few compilations, but
- they are not (as of December 200) mentioned nor available on their
- website. Yet they are for sale on http://www.amazon.com/, and of course
- there's always ebay.
-
- Infocom Mystery Collection
- Contents unknown.
-
- Infocom Adventure Collection
- Contents unknown.
-
- The Zork Collection
- Contains Zork I, II and III, Enchanter, Sorceror, Spellbreaker,
- Wishbringer, Beyond Zork and Zork Zero: The Revenge of Megaboz.
-
- The packaging in all three cases is a CD in a box, with the game files,
- interpreter, and PDF versions of the documentation.
-
- If you are looking for pirated copies of classic products, don't bother
- asking on this newsgroup. In fact, don't bother at all. Many of the
- games rely on materials in the game package for copy protection, either
- in the form of knowledge you would have by reading it, or data that you
- need to look up.
-
- Ford is curled up on the bed, snoring loudly.
-
- > FOOTNOTE 42
-
- (2.6) Previous Infocom compilations you still might find
- Infocom, in its pre-Activision days released trilogies containing a
- subset of the trinkets found in the original packages. Like almost all
- other original Infocom packages, these are now collectors' items.
- Infocom released the Zork, Enchanter, Classic Mystery, and Science
- Fiction trilogies, and Activision continues to bring out new trilogies
- from time to time.
-
- There is a service (see
- http://home1.gte.net/longrj2/infocom/buyandsell.html) that tracks places
- on the net that have these packages for sale.
-
- Activision has released its own series of compilations:
-
- "The Lost Treasures of Infocom I"
- is a collection of 20 Infocom games. You may be able to obtain
- it through mail-order outlets or used from someone who doesn't
- want it anymore. The package was available for the IBM PC, the
- Apple Macintosh and the Commodore Amiga. The CD and floppy
- editions were identical.
-
- The games in LToI I were:
- * Zork I
- * Enchanter
- * Deadline
- * Starcross
- * Zork II
- * Sorcerer
- * Witness
- * Suspended
- * Zork III
- * Spellbreaker
- * Suspect
- * Planetfall Zork Zero
- * Ballyhoo
- * Infidel
- * Stationfall
- * Beyond Zork
- * Moonmist
- * Lurking Horror
- * Hitchhiker's Guide to the Galaxy
- The LToI 1 package was available for the Apple IIgs through the
- Big Red Computer Club, which sought and received permission from
- Activision to produce a IIgs version which used a hacked-up
- version of the InfoTaskForce (ITF) interpreter and did not
- include Zork Zero. Matt Ackeret's IIgs port of Zip is far
- better:
- ftp://ftp.ifarchive.org/if-archive/infocom/interpreters/zip/
-
- The package includes a manual which contains photocopies of all
- the original manuals and game pieces (such as the trading cards
- from "Spellbreaker", which are needed to solve a puzzle in the
- game), but some information is missing -- see section 2.7 below.
-
- The package also contains a hint book, which looks like somebody
- took all the Invisiclues booklets and typed them into a text
- file. The hint book is riddled with spelling mistakes,
- formatting errors and other problems, but in most cases the
- mistakes are not serious enough to keep you from using it.
-
- "Lost Treasures of Infocom II"
- contained most (but not all) of the remaining Infocom text
- adventure games, and retailed for $29.95 through retail and mail
- order outlets. The games in the 3.5 disk version were:
- * Seastalker
- * Wishbringer
- * A Mind Forever Voyaging
- * Trinity
- * Cutthroats
- * Hollywood Hijinx
- * Bureaucracy
- * Border Zone
- * Plundered Hearts
- * Sherlock
- * Nord and Bert Couldn't Make Head or Tail of It
- The CD-ROM version contained Shogun, Arthur and Journey in
- addition.
-
- LToI2 was produced for the Macintosh and PC only. Users of other
- platforms can play the non-graphical games by transferring the
- files to their machine and playing them with a ZIP. (See
- question 2.10.)
-
- This package contains photocopies of the original packaging, but
- does NOT contain a hint book: Instead it contains a 1-900 number
- which you can call to receive hints which is probably dead by
- now. Some information is missing for Bueaucracy. See question
- 2.7. LToI2 also incorrectly identifies Kevin Pope as the author
- of Nord and Bert Couldn't Make Head or Tail of It. Kevin Pope
- drew the cartoons which were included in the package. Jeff
- O'Neill wrote the game.
-
- After Lost Treasures, Infocom released its topical Collections. These
- are considered inferior to just about every other collection.
-
- Mystery Collection
- Ballyhoo, Deadline, Witness, Moonmist, Sherlock
-
- Adventure Collection
- Border Zone, Plundered Hearts, Cutthroats, Trinity, Infidel
-
- Comedy Collection
- Bureaucracy, Hollywood Hijinx, Nord & Bert
-
- Fantasy Collection
- Enchanter, Sorcerer, Spellbreaker, Seastalker, Wishbringer
-
- Science Fiction Collection
- Hitchhiker's, Suspended, AMFV, Starcross, Stationfall
-
- Zork Anthology
- Published by Activision in 1994 as a CD companion to the
- pseudo-Infocom title "Return to Zork". It contains Zork I, Zork
- II, Zork III, Beyond Zork, Zork Zero, and oddly, Planetfall.
-
- And, most recently:
-
- Classic Text Adventure Masterpieces
- This CD (released for PC and Mac, and works on other OSes) meets
- practically every wish of the rec.games.int-fiction readership.
-
- The CD includes the following games: A Mind Forever Voyaging;
- Arthur: The Quest For Excalibur; Ballyhoo; Border Zone;
- Bureaucracy; Cutthroat; Deadline; Enchanter; Hollywood Hijinx;
- Infidel; Journey; Leather Goddesses Of Phobos; Lurking Horror;
- Moonmist; Nord And Bert Couldn't Make Head Or Tail Of It;
- Planetfall; Plundered Hearts; Seastalker; Sherlock; Sorcerer;
- Spellbreaker; Starcross; Stationfall; Suspect; Suspended;
- Trinity; Wishbringer; Witness; Zork Zero; Zork I; Zork II; Zork
- III; Beyond Zork. Also included is the top 6 winning entries
- from the 1995 Interactive Fiction authorship competition, a
- "Very Lost Treasures of Infocom" section containing old game
- ideas, statements of principle, and e-mail archives from
- Infocom's heyday.
-
- Notable by their absence are Hitch Hiker's and Shogun, which are
- not included since the rights to distribute those games have
- reverted back to the original authors. Douglas Adams has made
- Hitchhiker's freely playable on his website,
- http://www.douglasadams.com. It is also possible to save the .z5
- file to your hard drive for playing with one of the interpreter
- programs.
-
- All maps and documentation are included in Adobe Acrobat format
- which can be printed out.
-
- The packaging of Masterpieces bears little resemblance to the
- originals; notably absent are the plastic or metal trinkets that
- were included in packages (for example, The Hitch-Hiker's Guide
- to the Galaxy included peril-sensitive sunglasses, a "Don't
- Panic" button, a zip-lock baggie containing a microscopic space
- fleet, and orders for the destruction of your home and planet).
- Infocom's original packaging is legendary in the software
- industry.
-
- You begin to feel groggily indistinct.
-
- > EAT PEANUTS
- You feel stronger as the peanuts replace some of the protein you lost in
- the matter transference beam.
-
- An announcement is coming over the ship's intercom. "Ed tgrykonx jcavfluu
- nx jchotha otoyefti ltruvupirbi swrotrueft ochoollzitchogrya rd tfudeftd t
- ow ctrufudx jp wkonvuphuvd te h oulpkonz zollcava ri li lo ti l oe hfudx
- jirbtrugrys gvupp work oo sthaquio ta btoyr gkonr ga r or gz zr gi
- skwazitz zkwaa rerl ow cfluirbwroorktoyfimthad tulp oe he hfluo
- simbchogryr gu ni s."
-
- > CONSULT GUIDE ABOUT RECENT INFOCOM PRODUCTS
- The Guide checks through its Sub-Etha-Net database and eventually comes up
- with the following entry:
-
- (2.7) Recent Infocom products
- Activision is working to build a following for Infocom's universes based
- on the modern trend to humongous games sprawling across hundreds of
- megabytes. Their offerings to date:
-
- Return to Zork
- A mid-1993 entry for the IBM PC, set far in the "future" of the
- Zork series. Difficult, hunt-the-pixels, graphical interface. A
- Macintosh version was released in mid-1994. PC Demo is
- available.
- ftp://ftp.ifarchive.org/if-archive/infocom/demos/zorkdemo.zip
-
- Zork: Nemesis
- A graphical CD-ROM adventure released in 1995. The interface has
- improved somewhat; the game includes amusing references to the
- Zork universe, but the plot is said to be irregular and the
- puzzles somewhat inconsistent. Said to be a huge improvement
- over RTZ.
-
- Planetfall: The Search for Floyd
- Originally said to be due out in 1995, this project was killed
- at Activision, revived with a release date in January 1997, then
- finally killed. The publically-accessible vestiges of this game
- include the demo included on the Masterpieces CD and some posts
- made by an Activision representative under the name
- "floydhere@aol.com", available from Deja News.
-
- Zork Grand Inquisitor
- Released in 1998, this is Activision's most recent effort in the
- Zork universe. Additional information is available at
- http://directory.google.com/Top/Games/Video_Games/Genres/Interactive_Fiction/Titles/Zork_Series/Zork_Grand_Inquisitor/
-
- Zork: The Undiscovered Underground
- This is a text adventure prequel to Zork Grand inquisitor
- written by Marc Blank and Mike Berlyn (former Infocommies),
- programmed by Gerry Kevin Wilson. Available at
- http://www.ifarchive.org/indexes/if-archiveXinfocomXmissing-files.html
-
- > CONSULT GUIDE ABOUT OTHER INFOCOM PRODUCTS
- The Guide checks through its Sub-Etha-Net database and eventually comes up
- with the following entry:
-
- (2.8) Infocom's historical artifacts
- There are a handful of games and other Infocom products that are not
- included in any of the compilations. These products range from
- hard-to-find early Infocom products to non-IF games made by other
- companies and marketed under the Infocom brand name.
-
- For more information about Infocom products, version numbers and Infocom
- products that were never released, see Paul David's Doherty's "Infocom
- Fact Sheet", which is periodically posted on rec.games.int-fiction and
- is also avaialable at
- ftp://ftp.ifarchive.org/if-archive/infocom/info/fact-sheet.txt.
-
- Hard-to-find and early products
-
- The Infocom Sampler (pre-1984?)
- This was the first of three demo products written by Infocom,
- containing (we think) excerpts from Zork I. The existence of
- this sampler is deduced mainly because a later version of the
- Sampler has serial number "ID2", suggesting an earlier "ID1".
-
- The Infocom Sampler (1984, 1985)
- This was the second of three samplers, containing excerpts from
- Zork I, Planetfall, Infidel and The Witness, and also containing
- a unique two-room puzzle that involved catching a butterfly.
- Available for virtually every computer on the market in 1985
- (including the Osborne, Kaypro II, TRS-80 Color Computer, etc.)
- Superseded in 1987 by the third and final Infocom Sampler.
- ftp://ftp.ifarchive.org/if-archive/infocom/demos/sampler1_R55.z3
-
- The Infocom Sampler (Fall 1987)
- Third and final sampler containing puzzles from Zork I, Trinity,
- Leather Goddesses of Phobos and Wishbringer. IBM PC, Apple II
- and Commodore 64.
- ftp://ftp.ifarchive.org/if-archive/infocom/demos/sampler2.z3
-
- Fooblitzky (Summer 1985)
- A graphical game involving deductive logic, by Marc Blank,
- Michael Berlyn, Brian Cody, Poh C. Lim and Paula Maxwell. IBM
- PC, Apple II, Atari XL/XE series.
-
- Shogun, Journey, and Arthur: The Quest for Excalibur
- Versions for the Apple IIe and Amiga were produced, but are now
- rare. IBM and Mac versions are on LToI 2 CD-ROMs as well as
- Masterpieces. Shogun has been seen running on an Apple IIgs; it
- used IIe graphics rather than the IIgs' super-hires mode.
-
- Leather Goddesses of Phobos (Summer 1986)
- Activision chose not to include the original LGoP in either of
- the Lost Treasures packages, possibly to prevent confusion with
- the inferior sequel (see below) that was published at about the
- same time. A coupon in the LToI II package offered the IBM PC
- version of this game for an additional $10; versions for other
- machines, including the Apple II, Macintosh, Atari and Amiga,
- can only be obtained used, and you will probably have to look
- for awhile.
-
- Leather Goddesses of Phobos II: Gas Pump Girls Meet the Pulsating
- Inconvenience from Planet X
- This 1992 offering from "Infocom" had more in common with
- Leisure Suit Larry than with the original Leather Goddesses.
- Available for the IBM PC.
-
- The New Zork Times and The Status Line (1983? - 1988)
- The legendary Infocom newsletter. The name was changed in
- mid-1986 due to threatened legal action by a lesser-known
- newspaper serving a smaller area (Infocom promptly began using
- old newspapers for packing material when shipping games to their
- customers; by coincidence the NYT was the paper of choice for
- this purpose). Thirteen issues were published under the name
- 'NZT'; one issue (Spring 1986) was titled '****' and the
- remaining ten were published as 'TSL'. The newsletters are now
- collector's items, and a complete set is rare.
-
- The Infodoc project has a complete archive of all 24 issues in
- PDF format: see http://infodoc.plover.net/. Some text articles
- are archived at ftp://ftp.ifarchive.org/if-archive/infocom/info
- and at http://www.csd.uwo.ca/~pete/Infocom/
-
- Cornerstone (Fall 1984)
- Infocom's one and only attempt at a commercial business product
- (see section 2.1, above); probably of interest only to purists.
- IBM PC version only; description in Winter 1985 NZT.
-
- Non-Infocom "Infocom" offerings
-
- Infocomics (1988)
- Many believe that this is the point where Infocom-as-a-publisher
- ended and Infocom-as-a-brand-name-for-lesser-products began. IBM
- PC, Apple II, Commodore 64/128. At least four of these $12
- 'comic books' were published:
- * Lane Mastodon vs. The Blubbermen
- * Gamma Force in Pit of a Thousand Screams
- * ZorkQuest I: Assault on Egreth Castle
- * ZorkQuest II: The Crystal of Doom
- Some comments from Steve Meretzky on Infocomics:
-
- How depressing, I thought that InfoComix were long forgotten.
-
- [...] The InfoComix were a joint venture between two Cambridge
- companies, about a mile from each other: Infocom, and Tom
- Snyder Productions. TSP was most well-known for doing
- educational software and kids games; probably their most
- successful product was Snooper Troopers. (We're talking early
- '80s here.) (An aside: Tom Snyder went on to create a
- successful animated cable TV show, something like "Dr. Katz".)
- (Another aside: the programmer who created the InfoComix
- engine, Omar Khudari, went on to found Papyrus, a very
- successful creator of computerized car racing games.)
-
- TSP created the InfoComix engine (of course, it wasn't called
- that yet), created a rough version of the first product on it
- ("Pit of a Thousand Screams" or something like that), and
- approached Infocom about creating more products using the same
- engine. The Infocom top brass was attracted to the idea, I
- think particularly to the idea that we could put out $10 games
- and still make money.
-
- Various people at Infocom then wrote scripts for the
- InfoComics. I wrote the Lane Mastodon script. TSP then took
- those scripts and did all the artwork and programming. I think
- Infocom might have contributed some testing personnel toward
- the end of the project cycle. It's a while ago, and I didn't
- pay too much attention to it after the initial script, so my
- memory is fuzzy. I believe there were a total of 4 Infocomix;
- a fifth one was killed in mid-development; it was going to be
- a much more adult-oriented product, a murder mystery inspired
- by the movie "Body Heat". And yes, I wrote the LGOP comic book
- (although the idea of doing it as a 3D comic was Brian
- Moriarty's idea).
-
- -- Steve Meretzy
-
- Quarterstaff: The Tomb of Setmoth (Fall 1988)
- Activision purchased the rights to this Macintosh game from
- Simulated Environment Systems in late 1988, and reworked the
- text and user interface. The game is a graphical RPG similar to
- a number of D&D-type games on the market. Infocom planned to
- release this game for the Apple IIgs and IBM, but only the
- Macintosh version was ever published.
-
- BattleTech: The Crescent Hawk's Inception (Fall 1988)
- Activision now sells this game and its sequel (BattleTech: The
- Crescent Hawk's Revenge) as part of a three-game package of
- BattleTech-related games. Developed by Westwood Associates.
- "Available in November [1988] for the IBM, in February [1989]
- for the Commodore 64/128, and in [Spring 1989] for the Apple II
- series and the Amiga." The IBM, Amiga and Commodore 64 versions
- have been sighted; the status of the Apple II version is
- unknown.
-
- Simon The Sorcerer
- Infocom was used as the label for IBM and Mac distribution for
- this Sierra-style graphical adventure. Amiga distribution was by
- Adventure Soft, who in 1993 released the IBM version themselves.
- The Activision package looks like a leather-bound book. If you
- look at the left edge, you see a drawing of the spine of a book.
- If you look at the right edge of the package, you see a drawing
- of the edge of the pages. Same goes for the top and bottom
- edges.
-
- The picture of Simon on the front cover is slightly different on
- the Activision package than it is on the AdventureSoft package.
- However, both are reportedly reminiscent of the Harry Potter
- books released in 2000.
-
- Circuit's Edge
- IBM and "other 8-bit platforms". A science-fiction RPG based on
- Effinger's world in the story "When Gravity Fails". An Amiga
- version may have been planned or in production, but it was never
- released.
-
- Mines of Titan
- IBM, Apple IIe and "other 8-bit platforms". A science-fiction
- RPG set on the moon Titan. Originally released as _The Mars
- Saga_ on the 64. Written by Westwood Associates. An Amiga
- version may have been planned or in production, but it was never
- released.
-
- Guards burst in and grab you and Ford, who comes slowly awake. They drag
- you down the corridor to a large cabin, where they strap you into large,
- menacing chairs...
-
- This is the cabin of the Vogon Captain. You and Ford are strapped into
- poetry appreciation chairs. The Captain is indescribably hideous,
- indescribably blubbery, and indescribably mid-to-dark green. He is holding
- samples of his favourite poetry.
-
- > ASK THE CAPTAIN ABOUT MISSING GAME PIECES
- One of the guards lightly bashes your skull with the butt of his weapon
- and says (Ford translates for you):
-
- (2.9) Missing game pieces
- The Infodoc project is rebuilding a complete library of Infocom packages
- and paraphernalia. They have secured permission from Laird Malamed of
- Activision to recreate the game packages of the games that were in
- Mastererpieces (which is everything except Arthur and HHGG). See
- http://infodoc.plover.net. When their work is complete, this section
- will be obsolete.
-
- However, for now, here is a list of missing or hard-to-find info in the
- Lost Treasures game packages. All have been typed in and are available
- at ftp://ftp.ifarchive.org/if-archive/infocom/shipped-documentation
-
- Ballyhoo
- The original packaging included an advertisement for a radio
- station, WPDL AM at 1170 KHz. You will need to tune the radio to
- this frequency (or TUNE RADIO TO WPDL) to get a vital clue.
- ftp://ftp.ifarchive.org/if-archive/infocom/shipped-documentation/ballyhoo.lost.stuff
-
- Lurking Horror
- Your Login ID, an important part of one of the early puzzles, is
- *not* missing from the LToI manual. It's just hard to find.
- (Hint: It's written somewhere on your Student ID Card.)
-
- Bureaucracy
- Some important information from the Popular Paranoia
- advertisement is missing, as well as the Beezer card application
- in triplicate is absent from the LToI 2 package.
- ftp://ftp.ifarchive.org/if-archive/infocom/shipped-documentation/bureaucracy.lost.stuff
-
- Moonmist
- Your friend Tamara will make frequent references to the letters
- she wrote asking for your help; unfortunately, these letters are
- not included in the LToI package. The full text of these two
- letters is available from the ftp.ifarchive.org archive, with
- many thanks to Mark Howell for typing in these letters from the
- original package.
- ftp://ftp.ifarchive.org/if-archive/infocom/shipped-documentation/moonmist.letters
-
- Zork Zero
- The original documentation for Zork Zero contained information
- about the game's on-screen mapping, which may be activated by
- typing in the command "MAP" at any time during the game. No
- mention is made of this in LToI 1.
-
- Also, some versions of the LToI package may be missing a (vital)
- map of the "Rockville Estates" section of the game. The map is a
- bluesprint of a construction site ("Frobozz Magic Construction
- Company") showing an 8 x 8 grid of octagonal rooms connected by
- lines representing passages. You cannot win the game without the
- information on this map.
-
- Some copies of the LToI manual include this map on a page that
- is apparently numbered "40b" (the preceding page is "40a", and
- the next page is 41 -- the page with the map is not numbered),
- suggesting that the map was inserted after the first printing.
- Early IBM versions of the LToI manual include the map on page 2
- of the Zork I instructions.
-
- If all else fails, the ASCII drawing on the next page is a rough
- but accurate rendering of the "Rockville Estates" blueprint for
- Infocom's Zork Zero. This map is provided for use by legitimate
- owners of the Lost Treasures of Infocom package only.
-
- 0 1 2 3 4 5.... 6.... 7 Goobar -
- .' .' .' I left my hardhat
- 8 9 10 11 12....13 14 15 out in lot 0.
- : .' .' Please pick it up
- 16 17 18 19 20 21 22....23 Thanks,
- `. .' .' .' Quizbo
- 24 25 26....27 28 29 30....31
- : .' .' :
- 32 33 34....35 36 37 38....39
- : .' .' : .' To
- 40 41 42....43 44....45 46 47....GUH-95
- : `. .' : .' `. .' .'
- 48 49 50 51....52 53 54 55
- `. : `. : `.
- 56....57....58 59 60 61....62....63
- ._____________________________
- Work still to be performed in Phase Two: |Frobozz Magic Construction Co
- * Removal of temporary passages | ROCKVILLE ESTATES
- * Installation of emergency exits | Phase Two, showing all work
- * Installation of sprinkler system | completed through 29-Mum-880
- * Construction of Concierge apartment | 1:440 | drawn by S. Fzortbar
-
- The Vogon Captain says, "Ofudgrythafudo tw cchoe ho tz z ocavtrup wwroz zl
- mfluz ztruqui." A guard grabs you and Ford, and drags you toward the hold.
- Ford whispers, "Don't worry, I'll think of something!"
-
- In the corner is a glass case with a switch and a keyboard. It looks like
- the glass case contains:
- an atomic vector plotter
-
- Ford begins trying to talk the guard into a sudden career change.
-
- > TYPE 'HELLO'
- The hold of the Vogon ship is virtually undamaged by the explosion of the
- glass case. You, however, are blasted into tiny bits and smeared all over
- the room. Several cleaning robots fly in and wipe you neatly off the
- walls.
-
- **** You have died ****
-
- Your guardian angel, draped in white, appears floating in the nothingness
- before you. "Gotten in a bit of a scrape, eh?" he asks, writing
- frantically in a notebook. "I'd love to chat, but we're so busy this
- month." The angel twitches his nose, and the nothingness is replaced by...
-
- It is pitch black. You could be eaten by a zmachine.
-
- > WHAT IS A ZMACHINE?
-
- (2.10) What is a Z-Machine?
- A zmachine or ZIP (Z-machine Interpreter Program) is a program that
- interprets and runs Infocom game data files. Infocom used a
- way-ahead-of-their-time implementation scheme that allowed them to
- develop one game that would run on any of 26 different computers, using
- a ZIP program specific to that computer and a data file common to all
- machines.
-
- The Z-machine specification underwent several extensions at Infocom. The
- first two versions are obscure and you aren't very likely to encounter
- them. Version 3 ("Standard") is the format for the majority of the files
- in the Lost Treasures of Infocom series. Version 4 ("Plus") was a brief
- experiment that quickly lead to version 5 ("Advanced"), a size suitable
- for creating fairly large adventures of the magnitude of Curses or
- Trinity (about 256K). Version 6 ("Graphical") has recently been
- deciphered and can handle story files about twice as large as version 5.
-
- Until version 6 arrived, all the Z-machines were text-only. Version 6
- added some graphics primitives and is the format used in Arthur,
- Journey, Shogun, and Zork Zero.
-
- With the release of Inform 5.5, the free compiler for Infocom format
- files (see below), Graham Nelson has proposed two new versions (7 and
- 8), the first non-Infocom "extensions" to the standard. Version 8 is
- identical to version 5 but with twice the storage (512K).
-
- Mark Howell wrote "ztools" -- a collection of C source files for dumping
- vocabulary, version, font, graphic and other information from Infocom
- games, for converting IBM bootable disks into story files, and for
- disassembly of story files to Z-code assembly language. Ztools is
- maintained by Stefan Jokisch. There are also numerous other "tool"
- programs for Infocom files available by other authors for other
- platforms. ftp://ftp.ifarchive.org/if-archive/infocom/tools
-
- As a point of history, Infocom generated their Z-code files by compiling
- the Zork Implementation Language (ZIL) with a compiler named ZILCH. ZIL
- is a dialect of a Lisp-like language called MDL. MDL is ancient history,
- and ZIL seems to have disappeared entirely, though some code fragments
- can be found in back issues of the New Zork Times.
-
- The ftp site has a considerable collection of Z-machine interpreters.
- Frotz is the most accurate implementation, but other interpreters may
- have more bells and whistles for your particular platform. They are at
- ftp://ftp.ifarchive.org/if-archive/infocom/interpreters
-
- Gareth Rees maintains a mini-FAQ with information on which interpreters
- are recommended for which platforms, and what to do if you can't find an
- interpreter for your computer.
- ftp://ftp.ifarchive.org/if-archive/games/infocom/how-to-play-these-games
-
- There are some other ZIP programs at the if-archive that are not listed
- in Gareth's mini-FAQ. They range in quality, but some are fairly
- portable and have interesting source code. The best all-around is Frotz.
- These are available at
- ftp://ftp.ifarchive.org/if-archive/infocom/interpreters/; remember to
- look in the 'old' subdirectory.
-
- Recommended interpreters
-
- DOS, Windows, OS/2, BeOS, Windows CE, Amiga, (sort of) Linux, Psion
- Series 5
- Frotz by Stefan Jokisch. Plays all games, version 1 through
- version 8, and conforms to Z-Machine Standard 1.0. Supports
- timed input (Border Zone), graphic font (Beyond Zork and
- Journey), mouse and function keys, command line editing and
- history, small save files, sound effects (Lurking Horror and
- Sherlock), cheat functions, multiple UNDO, input line recording
- and playback, and European characters (Zork I German).
- ftp://ftp.ifarchive.org/if-archive/infocom/interpreters/frotz/
-
- Psion 3c, some Unix variants
- itf by the InfoTaskForce. Uses resources for configuration under
- X11. Supports V1-V8 games (except V6), color and proportional
- fonts, command history, command-line editing, and compressed
- save files.
- ftp://ftp.ifarchive.org/if-archive/infocom/interpreters/itf/
-
- Apple Newton
- Yazi by George Madrid and Sanjay Vakil. The shareware version
- present here ($25) is somewhat crippled: you can save your game
- at any time, but the games saved after more than 50 moves cannot
- be restored in the shareware version.
- http://www.scrawlsoft.com/products/yazi/info.htmlfor the most
- recent version.
-
- Java
- Zax by Matt Kimmel. Supports all z-code versions except v6, and
- is very nearly compliant with Specification 1.0 of the
- Z-Machine.
- ftp://ftp.ifarchive.org/if-archive/infocom/interpreters/zax/
-
- Nokia Nokia 9000-9110i Communicators
- http://www.artilect.co.uk/z9k
-
- Acorn RISC OS, Macintosh, Unix
- Zip by Mark Howell. Zip implementations vary somewhat in their
- features, but it has proven to be an excellent interpreter.
-
- There are a number of Zmachine interpreters for the Macintosh
- based on Zip. The most popular is probably Andrew Plotkin's
- MaxZip, which behaves like a proper Macintosh program with
- resizeable windows and proportional fonts. It does not, however,
- support the graphical games. Matthew Russoto's Zip Infinity is
- another option. It supports the graphical font used in Beyond
- Zork.
- ftp://ftp.ifarchive.org/if-archive/infocom/interpreters/zip/
-
- You may notice increasing discussion about a particular interpreter
- being Specification (n) compliant, where (n) is some number like 1.0.
- The "specification" is a document by Graham Nelson, based on earlier
- work by the InfoTaskForce, which describes rigorously how a Z-Machine is
- supposed to behave. An interpreter is said to be Specification-
- compliant when it conforms to this document. Frotz is the only
- interpreter compliant with the specification available for all
- platforms. Zip 2000 on the Acorn complies with the specification as
- well.
-
- Some games may eventually require your interpreter adhere to a
- particular Speficiation version, especially as the Specfication is
- extended over time.
-
- As a point of note, there is some debate over whether Z in "Z-Machine"
- should be pronounced as "zed" or "zee". Nobody seems willing to agree on
- which sounds better. [Though I can't imagine why anybody wouldn't prefer
- "zed". -Ed] Everyone says "zed" with the exception of Americans and
- Canadians raised on American programming, who say "zee". The original
- prounciation was probably "zee".
-
- > NE
- Oh, no! A lurking Z-machine slithered into the room and devoured you!
-
- **** You have died ****
-
- Now, let's take a look here... Well, you probably deserve another chance.
- I can't quite fix you up completely, but you can't have everything.
-
- This light room is full of pot plants, flowers, seeds, ornamental trowels
- and other miscellaneous garden implements.
-
- A pair of yellow rubber gloves hangs from a hook on one wall.
-
- Aunt Jemima, who has for years collected varieties of daisy, is engaged in
- her regular annual pastime of deciding which species make the best chains.
-
- > ASK JEMIMA FOR WAREZ
- Jemima screeches with irritation.
-
- (2.11) Where can I get free Infocom games?
- Since Activision bought Infocom, Activision now owns the copyrights and
- trademarks on Infocom's products. This means it's illegal to have a copy
- of any Infocom product you didn't pay for.
-
- However, Activision made Zork 1, Zork 2, Zork 3 and Zork: The
- Undiscovered Underground freely downloadable as a promotion for Zork:
- Grand Inquisitor. These have been archived at Peter Scheyen's Unofficial
- Infocom Home Page ( http://www.csd.uwo.ca/Infocom/) and are available
- for downloading there.
-
- Don't bother asking publically where you can get copies of Infocom's
- other games, or any other copyrighted IF work. You will be met with
- impatience and hostility. Some developers of older games (e.g. Polarware
- and Scott Adams) have disclaimed any commercial interest in their games
- and have permitted them to be redistributed on the IF archive. If you
- are interested in game archaeology and want to preserve old works, try
- to get in touch with their owners, get permission, and upload what you
- can to the if-archive.
-
- The regular posters here are fans of the art form of interactive
- fiction, and admirers of the software developers who create that art.
- They are the last people in the world that you should expect to agree,
- or to remain silent, when some loser advocates ripping off those
- developers by pirating their work.
- -- Patrick M. Berry, rec.games.int-fiction poster
-
- Infocom's complete collection was sold by Activision in compilations for
- around US$20. Although the boxes indicate support for only Macintosh or
- IBM PC computers, owners of non-PC, non-Mac computers need not despair.
- If you can find one of the anthologies listed above, you can transfer
- the data files to your computer (via floppy, networking, or something)
- and use one of the available interpreters to run it. See question 2.10
- for information on interpreters.
-
- Your interpreter should support at least v3 files. Some of the larger
- games (Trinity) are version 4 or 5. Zork Zero, Arthur, Journey and
- Shogun are v6 games, for which the only currently-available interpreters
- are Frotz (for Mac, Amiga, and Unix) and Zip 2000 for the Acorn. There
- may be more. Check the index files under
- ftp://ftp.ifarchive.org/if-archive/infocom/interpreters/
-
- There probably isn't a legal problem with doing this. Of course, if you
- sell your package, you should destroy the copies you've made.
-
- > E.E.S.E.LIE DOWN.SLEEP.
- You sleep unexpectedly deeply, but just as you think you are starting to
- wake up, you experience a sudden...
-
- It is a frosty, clear night, but there is a scent of camp-fires burning in
- the distance. You are passing through the landscape as if a ghost, and all
- seems faintly unreal. To the east is one side of an animal-hide tent, but
- there is no way in from here. To southwest, some soldiers sit around the
- embers of a fire. There is a terrible sense of something about to happen.
-
- > SW
- A motley platoon of soldiers are sitting about the embers of a fire.
-
- > LISTEN
-
- (2.12) Creating your own adventure games
- There are numerous systems available for developing interactive fiction.
- A detailed comparison and exposition of their features is available from
- the rec.arts.int-fiction FAQ. Briefly, though:
- * Inform, a freely distributable compiler which allows you to generate
- Infocom-format story files that can be played with any Z-machine
- interpreter.
-
- The Inform language and libraries are excellent. They were designed
- to support the requirements of a Zork I-style game and provide the
- means to modify the parser, manage timers and daemons, change
- personalities and much more. It has C-ish syntax. This system does
- require a certain degree of programming knowledge. The documentation
- (in 3 parts) is pretty good; the 500+ -page Designers' Manual should
- be read even if you don't want to use Inform in favour of a
- different system, as it provides an interesting insight into what
- goes into developing a game.
- ftp://ftp.ifarchive.org/if-archive/infocom/compilers/inform6
- * TADS also has a strong following; it has its own web page which is
- available at http://www.tela.bc.ca/tela/tads/.
- * Hugo is a fairly recent system whose only weakness appears to be a
- lack of popularity and an established source code base to learn
- from. Its home page can be found at
- http://www.geocities.com/Hollywood/Academy/5976/hugo.html
- * ALAN is useful for people who are not able (or willing) to program.
- It is a language, but not a very complex one and most people are
- able to get started quickly. It's more useful for games with a
- greater focus on writing than complex behaviour. Make sure that the
- demands of your game can be handled by Alan before you start coding.
- http://www.welcome.to/alan-if. Newbies may also like Adrift,
- http://www.adrift.org.uk/.
-
- There are many other IF development systems available, and some
- background and information on them will appear in the next section. For
- the best information on the subject, visit rec.arts.int-fiction and read
- its FAQ. ftp://ftp.ifarchive.org/if-archive/rec.arts.int-fiction/FAQ
-
- > NE. E. N. TAKE IRON MASCOT
- The Druid catches sight of your ghostly hand taking the mascot, and
- immediately begins her occultations, cursing you and your ill-gotten
- gains. But she is unable to make contact with you, and turns furiously to
- the tapestry, hissing "lagach" to the Bear. At once a sudden swirl of wind
- seems to pull her into the rough cloth, dissolving her to nothing.
-
- You wake up, shivering with dread.
-
- > WAIT
- Something feels very wrong indeed. Your hand begins to burn.
-
- In an astonishing freak accident, a meteorite hurtles through the Earth's
- atmosphere and then straight through your head. Anyone would think you had
- a curse on you (anyone, that is, still able to think).
-
- **** You have died ****
-
- Press any key to continue.
-
- ----------------------------------------------------------------------
-
- Stephen van Egmond
-