Lost Infocom Games Discovered
Posted by
ScuttleMonkey
on Saturday April 19, @01:31AM
from the retro-hotness dept.
from the retro-hotness dept.
I Don't Believe in Imaginary Property writes "Archivists at Waxy.org have gotten a copy of the backup of Infocom's shared network drive from 1989 and are piecing together information about games that were never released. In particular, there is the sequel to The Hitchhiker's Guide to the Galaxy called Milliways: The Restaurant at the End of the Universe, and there are two playable prototypes of it. And yes, they have playable downloads available."
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Firehose:Lost Infocom Games Discovered by Anonymous Coward
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hard drive archeology (Score:4, Insightful)
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The submitter says it all... (Score:4, Funny)
Summary of summary: Some people got ahold of someone's hard drive and published the contents online.
Yeah.
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Re:The submitter says it all... (Score:5, Funny)
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Just don't! (Score:5, Funny)
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Re:Just don't! (Score:5, Funny)
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Nostalgia! (Score:4, Insightful)
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Infocom was a damn good company (Score:5, Interesting)
With this discovery and restoration of such ancient treasures, it would be nice to think that the interest would spur some sort of reunion and one last game "for memory's sake". Actually, although I rank them second, I'd love to see that with Level 9 as well. It won't happen, although I guess Infocom fans ("Infocommies" according to the New Zork Times) could have a crack at writing an Infocom-like game for their interpreter.
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Re:Infocom was a damn good company (Score:5, Informative)
Every year dozens of new games come out, usually for the two major annual competitions (the IF Comp [ifcomp.org] and the Spring Thing [springthing.net]). Most of them are shorter than "commercial-era" games, mainly because they're written by hobbyists who don't have the time and resources to commit to building large games. They run the gamut from puzzle-focused games in the style of Infocom to story-focused games that eschew large numbers of elaborate puzzles to focus on story, and there are also more experimental and artistic games that try to push the medium in new directions. The IF Archive [ifarchive.org] has an extensive collection of these games, and there are several [tads.org] review [wurb.com] sites [ifreviews.org] that attempt to catalog and organize the archive. The IF community has long had rec.arts.int-fiction [google.com] and rec.games.int-fiction [google.com] at their center, though with the rise of blogs and web forums it has started to fragment some.
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Re:Infocom was a damn good company (Score:5, Informative)
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And now writing the games is a game... (Score:5, Informative)
That's source code. Inform 7 has been out for a couple years, and I've been working intimately with it for most of that time, but I'm still impressed.
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Re:And now writing the games is a game... (Score:5, Informative)
Here's an example of all three:This is a rule about what to do in a certain situation: aspect-oriented programming, essentially. Here the situation involves an activity (printing the name) and the object which is the subject of the activity (any person who matches the description).
"A person who attends an accredited university" is an object description, which can be used in various ways as a condition -- does object X match the description? -- or as an iterator: show me all the matching objects. Here, "person" and "university" are kinds of object (classes) and "accredited" is an either-or property (a boolean flag).
"Attends" is a relation that expresses the link between a student and his school. Here it's being used as part of a description, but it can also be used in a condition ("if the player attends Harvard") or changed at runtime ("now the player attends MIT;").
These concepts can all be expressed in Inform 6 or any other OOP language, using properties, methods, loops, etc. But making them fundamental parts of the language gives them a whole new life.
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Re:And now writing the games is a game... (Score:5, Informative)
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Nostalgia (Score:5, Funny)
I was in fourth grade when I first played with the Zork triology of text-adventure games on the C-64. An innocent kid and budding geek, I tried feeding novel combinations of nouns and verbs to the primitive parser.
I tried "EAT LAMP"... got back "You can't eat the lamp."
"EAT BREAD"... "That was delicious."... Etc.
I tried "EAT ME". I couldn't comprehend why my dad, who had just bought the game for me and was supervising over my shoulder, started laughing so hard.
Several years later I finally understood why he laughed even harder when the computer responded:
"Auto-cannibalism is not the answer."
You can mod this offtopic, but those 1983 game designers had a real sense of humor and subtly implemented it in 64KB.
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Zork knows me better than I do (Score:5, Funny)
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.
>kill mailbox with hands
I've known strange people, but fighting a small mailbox?
>
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He shouldn't have done that (Score:5, Insightful)
In fact, he probably shouldn't have published the code and game files, either. Those data are not his. He has no right to do with it as he sees fit. Someone "gave" that drive to him, but that may not have been theirs to give. Truthfully, I have less of a problem with that, as no one likely really cares about the games themselves. But, its still an issue.
At any rate, I think he's hiding behind "journalism" to simply publish some juicy talk associated with a formerly popular defunct games publisher.
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RTFA - you wont regret it! (Score:5, Informative)
There has never been a Slashdot submission where reading TFA was a greater pleasure.
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The Original Hitchhiker's Game Online (Score:5, Informative)
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Re:Infocom was never the same (Score:5, Interesting)
That is more or less what happened. In 1984, InfoCom tried to "serious up" with the Cornerstone database. Unfortunately, it was not well received and kind of dragged the company down:
http://en.wikipedia.org/wiki/Infocom#Cornerstone [wikipedia.org]
Also by 1986, gamers were fascinated with cool graphics and sounds that pushed the envelope of their C64s, as well as this interesting new console called the "Nintendo Entertainment System" with its distinctly unique brand of games. There wasn't a whole lot of room in the market for text adventures anymore. With their resources spread out and depleted, "loosing their will" was probably an apt description.
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Re:Infocom was never the same (Score:5, Interesting)
But my point is that- at least here- there was still a notable market (and public attention) for text adventures at the time, arguably revitalised by Magnetic Scrolls' success and innovations deriving from their games' origins on the newer 16/32-bit machines. Perhaps Infocom were on the back foot in the face of this newcomer, or perhaps the US market lost its appetite for adventures faster than the UK did.
I'd say that the genre finally lost steam here around the turn of the decade. Coincidentally(?) that's around the same time that Infocom's then-owners Activision finally pulled the plug on the company (the name and IP were reused during the 1990s, but the "true" Infocom effectively died then).
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Re:Strange Description... (Score:5, Funny)
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Re:Educational value: (Score:5, Interesting)
Yep, it's amazing that the stuff still survives... as compared to source material that has now been lost forever.
I wish Origin had had a Massive Unix Server for source control and whatnot. But they didn't have one.
Agreed on a general principle - but if the company's IP has long since ceased to be profitable and its material is mostly just of great historical interest, the situation is quite different. It's a typical human reaction - It's easy to say "you can't have this", only thinking at the usual every-day rules, not thinking of the historical significance, condemning a lot of researchers, years hence, to look for scraps of information and hunt for hazy recollections... Yeah, it'd easy to be in Activision's pants and say "Yes, there is a chance this property is profitable and we'll get to making the Hitchhiker sequel eventually" without batting an eye, but let's face it, IF is dead as a commercial art form =)
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Re:Educational value: (Score:5, Funny)
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Re:Educational value: (Score:5, Insightful)
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Re:Educational value: (Score:5, Insightful)
Riiiight... Because this doesn't make a perfect example of why such information can do the world good, long after a company has ceased to exist as a viable market presence.
You might want to gloss that bit over in class. "Remember, protect everything, because your company will always sit at the top of the niche-X market, will never go bankrupt, and no one will ever care about your work long after the fact".
Personally, I consider the rarity of amazing find like this, further proof of the absurdity of existing copyright law. Copyright exists to grant a limited monopoly on creative works, rather than making them vanish into obscurity (deliberately, as with the BBC's pre-1970 archive purge, or not, as with all nitrate and acetate film ever made).
We need copyright to expire early enough that society can preseve both the released form and any historically-interesting raw materials (ie, source code). Not only that, I would go further, to say that we need to require the eventual release of such raw materials, for the grant of copyright in the first place.
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Re:It's not going to have any value. (Score:5, Interesting)
Browsing through that code, I find it to be far more readable, and far more elegant than anything I have done since (quite surprising really, since this is a mixture of C, C++, and 68K assembly). It helps that it is a relatively small project (only 44K lines in the final version), and that I was doing it for myself, so I could spend the time to make it right. Everything since then was for work (and thus under a deadline), and involved much larger bodies of code.
So would I mind people seeing it today? Hell no, I'm proud of my work.
There is of course the separate question of seeing private emails from that time published. That is something I wouldn't appreciate, and unfortunately something that seems to have happened here.
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