This is a discussion on rec.games.int-fiction FAQ 1/3 within the Tech FAQ forums, part of the Interviews and Job Listings category; Archive-name: games/interactive-fiction/part1 URL: http://bang.dhs.org/faq/ Maintainer: Stephen van Egmond <svanegmond@home.com&...
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rec.games.int-fiction FAQ 1/3
Archive-name: games/interactive-fiction/part1
URL: http://bang.dhs.org/faq/ Maintainer: Stephen van Egmond <svanegmond@home.com> Version: 1.6 - December 2000 West of House You are standing in an open field west of a white house, with a boarded front door. There is a small mailbox here. > OPEN MAILBOX. READ LEAFLET Opening the small mailbox reveals a leaflet. (Taken) (1.1) Welcome to rec.games.int-fiction! This is 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. It is posted periodically to the following newsgroups: * rec.games.int-fiction * rec.arts.int-fiction * comp.sys.ibm.pc.games.adventure * comp.sys.mac.games.adventure * comp.sys.amiga.games * comp.sys.acorn.games * comp.os.os2.games * rec.answers * comp.answers * news.answers Contents: (1.1) Welcome to rec.games.int-fiction! (1.2) The purpose of this group and some history of interactive fiction (1.3) Other Usenet newsgroups discussing interactive fiction (1.4) Netiquette, hints, and bug reports (1.5) Are there any publications about IF? (1.6) The ftp.ifarchive.org IF archive and other Internet resources (1.7) "Games, walkthroughs, hints, source and other FAQs" (1.8) Disclaimer and copyright/trademark notice (1.9) XYZZY? Part 2 covers Infocom, and part 3 covers just about everything else. 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/ Throughout this file, there will be URL references to relevant files and web pages. Many files reside at ftp.ifarchive.org (See section 1.5). Special thanks to Paul Smith, Magnus Olsson, Jacob Butcher, Paul David Doherty, Volker Blasius, Keith Lim, Luis Torres, Jacob Weinstein, Mark Howell, Adrian Booth, Eric Shepherd, Sascha Wildner, Jim Butterfield, Mark Stacey, Stu Galley, Dorinda Hartmann, Tomas Schafer, Hans Persson, Gareth Rees, Robert Pelak, Juergen Christoffel, James Montanus, Russell Bryan, Werner Punz, David Kinder, Matt Ackeret, Christi Alice Scarborough, Roger Long and Graham Nelson for ideas, suggestions and contributions. Scott Forbes created and maintained the original FAQ. No newsgroup should be without one!" > PRAY Altar This is the south end of a large temple. In front of you is what appears to be an altar. In one corner is a small hole in the floor which leads into darkness. You probably could not get back up it. On the two ends of the altar are burning candles. On the altar is a large black book, open to page 570. > READ BOOK Commandment #12593 (1.2) The purpose of this group and some history of interactive fiction Here in the newsgroup rec.games.int-fiction we discuss games of the interactive fiction genre, ranging from classic games by companies such as Infocom and Scott Adams to 'modern' and non-text IF games. Simply put, the IF genre includes any game that tells a story as part of the game, usually with the player as the protagonist. The actions of the player affect the progress of the story, which often centers around solving puzzles or finding treasure, and leads to an endgame in which the player 'wins' and completes the adventure. One of the earliest games that could at least be termed interactive is Hunt The Wumpus, from the early 1970s. In this game, you have three arrows, and are trapped in a maze that is a dodecahedron, with the nodes being rooms and the edges being the room connections. In any room, you are given hints as to phenomena that are going on in adjacent rooms (you can't tell from which one though) - breezes from bottomless pits, grunts from the (very hungry) wumpus, and so on. The wumpus can move, and the bottomless pits are frequently rearranged by earthquakes. Your goal is to hit the wumpus with one of your arrows by firing it down a passageway into an adjacent room. Interactive fiction traces its electronic roots to a 1977 program named ADVENT, better known as the Colossal Cave Adventure. It was this program, written by Willie Crowther and Don Woods, that established many of the features now common to the genre, including noun/verb parsing (e.g. "TAKE BOOK"), mazes ("You are in a maze of twisty little passages, all alike") and the basis of most later IF in fantasy/adventure settings. Soon after this the game Dungeon, or Zork, was written by MIT grad students; these students were the nucleus of a 1980 startup company called Infocom, which produced a version of Zork for the TRS-80 Model I and other machines. This led to widespread popularity of interactive fiction games, and was later referred to as the Golden Age of the genre; for several years, Infocom's products were the top-selling games on the market. Later events, however, led to the decline of the IF genre. As the educational level of the average computer user decreased and the features and capabilities of the average computer increased, the trend in computer games went to 'arcade' games instead of text. By 1989 Infocom had been absorbed by another company and destroyed, leaving a legacy of high-quality, well-written interactive fiction and a large audience with few sources for good new material. This newsgroup discusses 'classic' interactive fiction games, new games keeping the genre alive, and non-text (even non-computer) IF. > NORTH Temple This is the north end of a large temple. On the east wall is an ancient inscription, probably a prayer in a long-forgotten language. Below the prayer is a staircase leading down. The west wall is solid granite. The exit to the north end of the room is through huge marble pillars. There is a brass bell here. > READ INSCRIPTION (1.3) Other Usenet newsgroups discussing interactive fiction Many people make the mistake of assuming that rec.arts.int-fiction and rec.games.int-fiction are the same group. Nobody in rgif can answer programming questions, and few people in raif want to see hint requests. Be very careful when crossposting to both newsgroups: do both audiences care? Even if you do crosspost, direct followups to the appropriate forum with a Followup-To: header line. news:rec.arts.int-fiction is a newsgroup for authors of interactive fiction, and discusses adventure development systems such as Inform and TADS, features of a 'good' IF game and how to implement them, techniques, hazards, tradeoffs, etc. If you're thinking about writing a game (as opposed to playing one), rec.arts.int-fiction is your group. ftp://ftp.ifarchive.org/if-archive/r...nt-fiction/FAQ is the FAQ. Collected knowledge and archives are at http://bang.dhs.org/library/. news:comp.sys.amiga.games discusses all types of computer games for the Commodore Amiga computer, including IF games for that machine. news:comp.sys.mac.games has a similar charter, discussing games for the Apple Macintosh line of computers. news:comp.sys.ibm.pc.games.adventure discusses a subset of the topics covered in rec.games.int-ficton: Those interactive fiction games available for the IBM PC. If you're looking for IBM-specific info about a game, or for info about a game available only on IBM PCs, you may find help in c.s.i.p.g.adventure. The rec.games.mud hierarchy discusses MUD (multi-user dungeon) games. The rec.games.frp groups discuss fantasy role-playing games (not necessarily computer-based) such as Dungeons & Dragons. news:rec.games.roguelike.misc is for general discussion of games in the "Rogue" family (games that display an ASCII representation of a dungeon and its contents). news:rec.games.roguelike.announce is a moderated newsgroup for announcements about Rogue-like games. The other groups in the roguelike hierarchy each discuss a specific game in the "Rogue" genre. > BLORPLE WEST WALL Abruptly, your surroundings shift. Nondescript Room This is a drab, nondescript room. The only exit leads south. > SOUTH Enchanters' Retreat Belboz is meditating here. > BELBOZ, HELLO "Hello." Belboz doesn't seem pleased to see you. > ASK BELBOZ FOR A HINT Belboz looks at you suspiciously. "Only the rawest apprentice would ask for a hint (or post one) without observing proper netiquette." (1.4) Netiquette, hints, and bug reports Before asking for a hint, consider that many people before you have asked for hints. At ftp.ifarchive.org there are numerous hint files and walkthroughs available. See question 1.6 for more information. If the game is old, http://groups.google.com/, a Usenet archiving service, will almost certainly have past questions and answers. 1. Above all else, don't spoil the puzzle or game for other people who are reading the newsgroup but didn't ask for a hint. One common way of doing this, if you're asking for a hint, is to put the number of points you have earned so far, or the area of the game you're dealing with, in the subject line, so that people who are not yet that far into the game can skip your post. When asking for or giving hints, try to put spoiler warnings in the subject line and text, and if possible, a form feed character in the main text before the spoiling content. Good example: >Subject: Re: ZORK I at 10 points (SPOILERS) > >J. Random writes: >>How do I get into the white house? > >SPOILERS |
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rec.games.int-fiction FAQ 3/3
Archive-name: games/interactive-fiction/part3
URL: http://bang.dhs.org/faq/ Maintainer: Stephen van Egmond <svanegmond@home.com> Version: 1.6 - December 2000 Now, let's take a look here... Well, you probably deserve another chance. I can't quite fi- You go dizzy for a few seconds then your head clears again. (3.1) Beyond Infocom This is part 3 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. Contents of this file: (3.1) Beyond Infocom (3.2) Infocom wasn't the only adventure game company, you know. (3.3) Level 9 Software (3.4) Topologika Software (3.5) 'Who is Scott Adams?' (3.6) Want some games for that ZX Spectrum? (3.7) The ongoing development of interactive fiction. 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/ Part 1 covers the elements of rec.games.int-fiction. Part 2 covers Infocom. You are in an amphitheater. The sound of the crowd comes from all around. There is a gladiator here, holding a weapon and advancing toward you. The gladiator says: (3.2) Infocom wasn't the only adventure game company, you know. There were (and are) numerous other companies dedicated to the production of interactive fiction games. Level 9, Adventure International ("Scott Adams"), Topologika, Magnetic Scrolls, and Penguin software seem to have a noticeable following on rec.games.int-fiction. If you have a personal favourite, ask about it, and someone will probably know. Feel free to contribute some FAQ questions to the maintainer: mailto:svanegmond@home.com. The gladiator advances menacingly. > ASK THE GLADIATOR ABOUT LEVEL 9 (3.3) Level 9 Software Level 9 was formed by three brothers (Pete, Mike and Nick Austin) in 1982. Their first product was a port of Adventure to the 8-bit computers that dominated the English market at the time. Until they left the text adventure business in 1990, they produced over a dozen adventure games for the 8-bit computers (the Spectrum, C64, BBC B and Atari 800 machines). From 1986 their games also appeared for the Amiga, Atari ST and IBM PC computers. Level 9 used a custom adventure writing system referred to as "A-Code". This allowed a high degree of compression: a typical game of 210 locations, 70 objects, and lots of text could fit into 32K. The adventure engine had 5 major versions: * Basic Text: black on white with noun/verb parser * Advanced Text: yellow on black with faster display * Basic Graphics: simple line drawings for each location, at a cost to the amount of text in the game * Advanced Graphics: dramatically improved parser and the usual amount of text. * Interactive Characters: grid-like maps, digitized graphics, and improved parser with interactive, independent characters. Each game was available in three versions for the Sinclair Spectrum: 48K all-text, 48K graphics with reduced text, and 128K graphics with full text, multiple UNDO and save/restore in RAM. For the final games the digitized graphics were only available on the Amiga, Atari ST, PC and C64 disk versions. Several of Level 9's games formed trilogies, and were repackaged as such in the late 1980s. In approximate chronological order, then: These three were later packaged into a Middle Earth Trilogy (renamed by the lawyers to Colossal Trilogy). In 1986 the package was released again, this time with graphics, a nicer parser and some text tweaks, and renamed The Jewels of Darkness. * Colossal Adventure, Essentially a conversion of Crowther and Woods' classic mainframe text adventure. The Austins expanded the end game somewhat. * Adventure Quest, A game very much in the mould of the original Adventure. The ultimate object is to defeat the Demon Lord. * Dungeon Adventure, This game follows on directly from Adventure Quest. After defeating the Demon Lord you must now loot his tower. The following three were packaged as the Silicon Dreams Trilogy: * Snowball (1982?), Considered by many as Level 9's best game. As Kim Kimberley, colonist on the spaceship Snowball 9, you must defeat the hijacker who has taken control of the ship. Famous for advertising itself as having 2 million locations (though rather a large number of these were very similar). * Return to Eden (1984), The direct sequel to Snowball. After rescuing Snowball 9, you are accused of being the hijacker and are sentenced to death. You must escape the authorities and stop the robots on Eden destroying the Snowball. * Worm in Paradise (1986), A rather darker game, set 100 years after Snowball and Return to Eden. The colony of Eden has become a corrupt dystopia, in which you are a lowly worker. The following three games were re-released as the Time and Magik trilogy. * Lords of Time (1982?), A time-travel adventure, set in nine separate time zones. The Timelords have meddled with history, and can only be stopped if a specific item is recovered from each zone. * Red Moon (1985), Level 9's first use of magic in their games. In a parallel universe, the Red Moon crystal, the sole source of magic, has been stolen. You must recover it... * The Price of Magik (1986) The Red Moon crystal has again been stolen, and must be recovered from the mansion of the magician Myglar. A gothic horror story. The following games were not part of a trilogy: * Eric the Viking (1984), A comedy adventure based on the film of the same name. * Emerald Isle (1985), You are a paratrooper stranded on an enemy island from which you must escape. Level 9 (in association with Mandarin) also produced several multiple choice adventure games. The Secret Diary of Adrian Mole was based on the Adrian Mole children's books popular in England in the 1980s, and The Archers was based on the English radio show of the same name. In 1986, Level 9 upgraded their adventure writing system to allow independent non-player characters in their stories, and bitmapped graphics. These games were first released for the Atari ST, Amiga and PC, with later conversions to the C64 and Spectrum. Due to the size of these games they were all split into 3 parts, each one only playable after completing the previous section. * Knight Orc (1987), For a change the player gets to be an Orc, who has to avoid bloodthirsty humans. Notable for a particularly good parody of inane MUD players. * Gnome Ranger (1987), Another Level 9 game with the player as a non-human protagonist. This time the player is Ingrid, a not very likeable gnome. Ingrid must find her way back home. Contains a large number of enjoyably bad "gnome" jokes, as in "Exits lead gnorth, gnortheast,..." * Lancelot (1988), As its name and subtitle "The Quest for the Holy Grail" implies, this is an adventure set in the world of Arthurian legend. * Ingrid's Back: Gnome Ranger 2 (1988), The sequel to Gnome Ranger, with the player once again being Ingrid. This time Ingrid must same her village of Little Moaning from being demolished by evil property developers. * Scapeghost (1989), A game with an unusual premise, as it begins at your funeral. You were a police officer, betrayed by one of your colleagues to the drugs gang you and your partner were infiltrating. Now your partner is the gang's hostage and the police believe that it was all your fault. The aim is to rescue your partner and clear your name. A rather sombre game, as befits Level 9's final text adventure. The gladiator advances menacingly! > ASK THE GLADIATOR ABOUT TOPOLOGIKA (3.4) Topologika Software Perhaps the first adventure game written outside the U.S. was "Acheton" (c. 1979), by Jon Thackray and David Seal, with contributions by Jonathan Partington, working in the mathematics department of Cambridge University, England. "Acheton" is an enormous cave game, whose name is a confection of "Acheron" (the river that dead used to cross in order to get to Hades) and "Achates" (minor character in Virgil's "Aeneid"), based around exploration and collecting treasures. Thackray and Seal devised one of the earliest adventure-design systems (which although basically an assembler was influential on for instance the modern design system "Inform") and it was publically used on the Cambridge IBM mainframe ("Phoenix") until the mid-1990s. Acornsoft, then the software arm of Acorn Computers Ltd., also based in Cambridge and with strong links to the university, published a conversion of "Acheton" to the BBC Micro, on two 100K floppy discs (one containing the game, one containing hints). "Kingdom of Hamil" and other games followed. The rights in these games are now held by Topologika Software (Waterside House, Falmouth Road, Penryn, Cornwall TR10 8BE; email: sales@topolgka.demon.co.uk), now better known as an educational software house. They are not being sold anymore, but are freely available from the if-archive, thanks to the work of Adam Atkinson, P. David Doherty and Gunther Schmidl. See ftp://ftp.ifarchive.org/if-archive/phoenix/games/pc/ * Acheton (JT, DS) fantasy * Countdown to Doom (PK) SF * Return to Doom (PK) SF * Last Days of Doom (PK) SF * Hezarin (ST, AS, JT) fantasy * Avon (JT, JP) Shakespearian satire * Murdac (JT, JP) fantasy * Philosopher's Quest (PK) puzzle * SpySnatcher (JP, JT, PK) espionage satire JT = Jon Thackray; DS = David Seal; PK = Peter Killworth; JP = Jonathan Partington; ST = Steve Tinney; AS = Alex Shipp These all sell for 15 pounds sterling regardless of format, plus 1 pound P&P, except that Last Days of Doom/Hezarin and Avon/Murdac are sold as double-packs at 20 pounds; under RISC OS only, so is Acheton/Hamil; and, under RISC OS only, Countdown to Doom/Return to Doom/Phil. Quest as a triple at 30. The gladiator advances menacingly! > ASK THE GLADIATOR ABOUT SCOTT ADAMS (3.5) 'Who is Scott Adams?' "Mr. Adams was never in the business of writing the Scott Adams adventure games." - The Dilbert FAQ by Dogbert Adventure International is a company founded by Scott Adams, whose games used a datafile and interpreter system similar to that of Infocom. There is a freely distributable interpreter, Scottfree, on ftp.ifarchive.org. There were interpreters released for a large number of 8-bit machines, like the TRS-80, Apple II, Atari 400/800, and Commodore's 8-bit lineup. The adventures were written using a noun/verb parser, but are considered to have exciting story lines. I still remember playing the cartridge version of "Impossible Mission" on my friend's VIC-20. Adventure International released several lines of games using the same datafile format and various interpreter revisions. The Scott Adams Classic Adventure Series: * Adventure Land: Ordinary treasure hunting. * Pirate Adventure / Pirate's Cove: Search an island. * Mission Impossible / Secret Mission / Impossible Mission: Stop the reactor from going kaboom. * There was also Voodoo Castle, The Count, Strange Odyssey, Fun House Mystery, Pyramid of Doom, Ghost Town, Savage Island parts 1 and 2, Golden Voyage, Sorcerer of Claymorgue Castle, and Adventures of Buckaroo Bonzai. Questprobe Series: The adventures in this series feature characters from Marvel Comics. The adventures were named The Hulk, Spiderman, and Fantastic Four. The latter used a different adventure engine to allow control of two different characters. There was a separate line of games sold by Adventure International using a different datafile format: Curse of Crowley Manor, Escape from Traam, San Francisco 1906, and Saigon: The Final Days. Other games include Labyrinth of Crete, Return to Pirate's Island, Stone of Sisyphus, and Morton's fork. In the UK, there were many companies related to Adventure International, such as Horrorsoft, Tynesoft, Adventure Soft UK, and Adventure International UK. More information can be found in Adventure Game History, by Hans Persson, from whose work all of the above comes. Scott Adams is on the Net and passes through rec.*.int-fiction from time to time. In August 2000, he completed, after a multi-year effort, a new Windows 95 text adventure called _Return to Pirate's Isle 2_. His home page -- including a facility for ordering the game -- is at http://www.msadams.com/. The gladiator's weapon swishes through the air, narrowly missing you! > SHOW ZX SPECTRUM TO GLADIATOR (3.6) Want some games for that ZX Spectrum? There is an ftp archive of many of the games that were released by Level 9, Adventure Software, Brian Howarth, and some others of unclear origin. ftp://ftp.ifarchive.org/if-archive/games/spectrum/ The only common format in which Level 9 games are available is as images (snapshots) for Sinclair Spectrum emulators. There are many Level 9 games available from the main Spectrum archive in Slovenia, in the snapshots directory ftp://ftp.ijs.si/pub/zx/snapshots/ The filenames (e.g. "adquest128k.zip") should adequately explain which games are which, and for what size of machine they are intended. There are also several Level 9 snapshots on the IF Archive, in ftp://ftp.ifarchive.org/if-archive/g...rum/level9.zip These games can be played with a Spectrum emulator. Emulators for PCs and Macs can be found at ftp://ftp.ifarchive.org/if-archive/emulators/spectrum/ These games can also be played with the Level 9 interpreter, written by Glen Summers. Versions are available for DOS, Windows, Amiga and Acorn Archimedes. The interpreter is available at ftp://ftp.ifarchive.org/if-archive/l...reters/level9/ and has also been integrated into the Mac program MultiAdventures ftp://ftp.ifarchive.org/if-archive/level9/interpreters/ The interpreter can play all Level 9 games from Colossal Adventure to Scapeghost, in any data format, provided that it is not compressed. The interpreter has been tested with Level 9 games taken from Spectrum, C64, BBC, Atari, Amiga and PC platforms. The only restriction is that the very earliest format (v1) games do not work. However, all v1 games are also available in later formats. In general, Paul David Doherty's "Adventure Page" is the best resource for information (and copies of) the more obscure adventure games. Refer to http://www.if-legends.org/~pdd/ for more information on Polarware, Magnetic Scrolls, Penguin, Level 9, Adventure International, and more. In fact, the entire site http://www.if-legends.org/ is a great resource for Interactive Fiction history. The gladiator swings his sword, remo- You go dizzy for a few seconds then your head clears again. Darkness It is pitch dark, and you can't see a thing. > LIGHT What do you want to light? > LANTERN You switch the brass lantern on. In Debris Room You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west. A note on the wall says, "Magic word XYZZY." A three foot black rod with a rusty star on one end lies nearby. A cheerful little bird is sitting here singing. > ASK BIRD ABOUT NEW INTERACTIVE FICTION (3.7) The ongoing development of interactive fiction. The interactive fiction genre is by no means dead! There is ongoing, high-quality development efforts taking place right now. The majority of the public-domain and shareware efforts are in text adventures, for a number of reasons: the production costs of text are extremely low, compared to graphical, raytraced, and/or animated offerings; the authoring tools for text are fairly sophisticated, accessible, and next to (or precisely) free; and they can usually be done in a much shorter time. Games generally are developed around one of either TADS or Inform development systems, and lately Hugo has been gaining prominence. As mentioned in part 2, Inform outputs Z-code which can be played by a ZIP, many of which have source code. TADS and Inform can be played on just about the same types of computers and operating systems, though Inform's games may have a slight edge in that they can be played on handheld devices like Apple Newtons or Psion palmtops. Hugo has not been ported as widely but is available for the major operating systems (Windows, Amiga, DOS, Linux), and source is available. Games like Legend, Curses, the Unnkulia Series, Enhanced, Shades of Grey, Jigsaw, Christminster, and many more are available, whose quality rivals that of games released in the 'Golden Age' of text adventures. These can be found under "games" in the if-archive; some of the busier games directories, in terms of new arrivals, are * ftp://ftp.ifarchive.org/if-archive/games/inform * ftp://ftp.ifarchive.org/if-archive/games/tads * ftp://ftp.ifarchive.org/if-archive/games/hugo The annual text adventure competition is a reliable source of interesting and well-crafted games (there's some lemons, too). These can be found at * ftp://ftp.ifarchive.org/if-archive/games/competition95/ * ftp://ftp.ifarchive.org/if-archive/games/competition96/ * ftp://ftp.ifarchive.org/if-archive/games/competition97/ * ftp://ftp.ifarchive.org/if-archive/games/competition98/ * ftp://ftp.ifarchive.org/if-archive/games/competition99/ * ftp://ftp.ifarchive.org/if-archive/g...mpetition2000/ * finally, http://www.ifcompetition.org seems to be the current home for the competition. Commercial companies continue to produce adventure-type software; products like Myst, The Seventh Guest, The 11th Hour, and Return To Zork are the closest conceptually to IF of the past. Many don't consider these to be real interactive fiction -- or, consider them inferior IF works -- since the games don't offer the same richness in details, variety in actions, or challenge in puzzles as is expected of text IF today. As a point of note (but by no means policy), Activision's graphical releases in the "Infocom Universe" like Zork:Nemesis and Planetfall 2:The Search For Floyd are often discussed on rec.games.int-fiction, and Myst and "other" graphical IF on the relevant comp.sys.*.games newsgroups. There is research going on in areas that could move interactive fiction forward considerably, in terms of dramatic impact and sophistication. The Oz Project at Carnegie-Mellon University is researching areas such as computer simulation of character emotional dynamics, realistic interactions with the "universe" of the actor, and much more. http://www.cs.cmu.edu/afs/cs.cmu.edu...oz/web/oz.html Further theory can be found in the rec.arts.int-fiction FAQ, at ftp://ftp.ifarchive.org/if-archive/r...nt-fiction/FAQ Your lantern flickers slightly, brightens, then suddenly goes out! > WEST Oh, no! A lurking grue slithered into the room and devoured you! **** You have died **** Press any key to continue ---------------------------------------------------------------------- Stephen van Egmond |
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rec.games.int-fiction FAQ 2/3
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/i...erpreters/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/i...s/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/Game...nd_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-...ing-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/i...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/i...ampler1_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/i...os/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/i...-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/i...hoo.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/i...acy.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/i...onmist.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/g...ay-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/i...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/i...preters/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/i...erpreters/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/i...erpreters/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/i...erpreters/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/i.../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/i...pilers/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/A...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/r...nt-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 |