Lost Infocom Games Discovered 112
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."
Infocom was never the same (Score:2, Insightful)
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.
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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originally to *fund* their serious programs.
http://www.infocom-if.org/company/company.html [infocom-if.org] says:
But, unfortunately, not much later in the same year and when Infocom was still on the rise to be one of the brightest stars of the software industry, the company already made its worst decision: Go back to the initial intentions when founding the company, have a business division and do a
hard drive archeology (Score:4, Insightful)
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Now, time to go back to trolling alt.
LOOK! A pony!
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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.
Re:The submitter says it all... (Score:5, Funny)
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Just don't! (Score:5, Funny)
Re:Just don't! (Score:5, Funny)
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Nostalgia! (Score:4, Insightful)
Re:Nostalgia! (Score:4, Insightful)
Re:Nostalgia! (Score:4, Interesting)
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Educational value: (Score:4, Interesting)
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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I don't think employee emails constitute IP, and I don't think the characters, places and ideas from Douglas Adams' books are at present considered unprofitable.
Another typical human trait: Getting caught in tiny little details like this and not thinking of the big picture at all. I rest my case. Why should we get terribly caught in little details about licensed properties when - you know - Infocom was best known for their original titles. Source code for the dozens of Infocom titles! Plans for other projects they had been working on! Imagine those possibilities!
As for employee e-mail, I don't think it should be disseminated at whim - but I believe it could be
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I'd also be slightly less concerned about employee emails from 2008 than from two decades ago. People still expected their correspondence to remain private back then. Even if by modern standards we consider it polite to wave up at the Google Earth satellite when getting the morning paper, back then there remained a basic expectation of privacy.
Then again, for all the fond memories of Inf
Re:Educational value: (Score:5, Funny)
Re:Educational value: (Score:5, Insightful)
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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That has also been the backup strategy at half a dozen small companies where I've worked. You do want an offsite backup.
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.
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.
Re:Infocom was a damn good company (Score:5, Informative)
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.
Re:And now writing the games is a game... (Score:5, Informative)
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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The Deathbot Assembly Line is a room. "Here is the heart of the whole operation, where your opponents are assembled fresh from scrap metal and bits of old car." The dangerous robot is a thing in the Assembly Line. "One dangerous robot looks ready to take you on!" A robotic head, a drill arm, a needle arm, a crushing leg and a kicking leg are parts of the dangerous robot.
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.
How boxed in is this? Are they having to make a lot of assumptions about the environment here or is it completely open-ended?
Wow.
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For example, the one sentence "Peter wears a hat" sets up a wearing relation between Peter and the hat, but since that relation is implicitly defined as something like "Wearing relates one person to various things", Inform can also conclude that Peter is a person. Likewise, if you say "The lamp is on the table", it concludes that the table is a supporter. If you say "The chest i
Re:And now writing the games is a game... (Score:4, Insightful)
I think Inform 7 comes way too close to falling into an "uncanny valley" of natural language.
Traditional structured computer languages have the advantage of being distinctly unlike other languages, so they're a separate learning path. This makes them easy to identify, and easy to 'switch gears' mentally into, with the downside that multiple languages mean more to learn.
When you're this close to natural language, the distinctive and necessary bits are pretty subtle, and the chance for confusion is much higher, IMO. At this point, you're not learning a language so much as a new dialect.
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I think Inform 7 comes way too close to falling into an "uncanny valley" of natural language. [...] When you're this close to natural language, the distinctive and necessary bits are pretty subtle, and the chance for confusion is much higher, IMO. At this point, you're not learning a language so much as a new dialect.
That's very true, and people have been lamenting it since Inform 7 first came out. To successfully grok I7 code, you have to avoid the temptation to think of it as English -- it looks like English, but it's still a programming language, albeit one with a complicated, context-dependent syntax that's hard to describe in BNF [wikipedia.org].
It's a lot like legalese, actually.
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When you're this close to natural language, the distinctive and necessary bits are pretty subtle, and the chance for confusion is much higher, IMO.
On the other hand, you have to do the same thing when you play one of these games. The game's parser only understands a subset of English: "ROBOT, FETCH ME THE COG" is OK, but "ASK JIM IF HE WAS KIDDING ABOUT GRANDMA FALLING DOWN THE STAIRS" is not. That's what I was hinting at with the subject line: in I7, authors end up having to deal with the compiler in the same way that players eventually have to deal with the actual games.
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I'm sure I could get used to it. I'm just not sure it's a good thing.
I agree that legalese is an excellent analogy. It looks like plain-language, but is really laden with specifically meaningful words and phrases that don't look specific.
It's one of those deals where if we could -actually- do natural language, that's awesome. But something that's -almost- natural language is potentially confusing and trap-laden.
I agree with you: the biggest saving grace is the audience and their
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TADS 3 has just had a major release, the main addition being a nice new IDE (though I think that may be Windows only at present?) A few people still use TADS 2, but I can't think of any real reason to do so any more.
As for Inform, Inform 7 actually writes Inform 6 code under the hood, so Inform 6 is unlikely to ever die out entirely. However, the buzz on the newsgroups has been all about Inform 7 since its release. It has a great IDE too (Windows & OS X, with a Linux version rapidly catching up).
So
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Ah, those were the days, when it was actually possible to make money selling text adventures! I made a few attempts to write games myself back then, in Sinclair Spectrum Basic.
Today's interactive fiction authoring systems are more like general purpose programming languages, but with specialised syntax for creating rooms, objects and so on. There's very little that can't be implemented in them, with a little effort, and none of the frustration of being limited to binary flags and the like. TADS 3 has a lot
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Meet Steve Meretzky... (Score:2)
It just reminds me of the bug in HHGTTG where you could get 425 out of a possible 400 points.
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I learned three things from this encounter:
1) Don't talk to your idols when you're drunk.
2) People have general
It's not going to have any value. (Score:2, Interesting)
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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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Awww, just prototypes? (Score:2)
Re:Awww, just prototypes? (Score:4, Interesting)
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Re:Awww, just prototypes? And really... playable? (Score:1)
ATT: Michael Bywater. Was that Trinity? (Score:2, Interesting)
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Michael, if you or your former co-workers read this, was that email the seed that ultimately brought forth the genius that was Trinity?
I wish I could say it was, but I don't think so. I agree about Trinity; and the remarkable thing about Brian Moriarty was that he could do that, at (if you like) the top end of the genre, while also writing "Wishbringer" which was theoretically for youngsters but managed to be really captivating for adults, too. The opening scene of Trinity, in Kensington Gardens, is still for me one of the most perfectly realised of all IF episodes. (Then he went on to do Loom, genuinely a kids' game, and even that was a
This great discovery calls for a drink (Score:1)
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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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I believe the correct response to disliking recycled jokes is: EAT ME
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Luxury... I don't think Infocom games made it to the cassette-based 16k TRS-80 platform, but we still had classic adventure games like the Scott Adams series (e.g. "The Count"), and maze adventures (e.g. Asylum.) They don't make them like they used to.
Not 64K games - full 128K virtual machine (Score:2, Informative)
in 64K
The Zork interpreter was a full virtual memory machine running in a 128K address space. Even the 32K Apple was able to run full 128K games swapping in from disk. No data was written back to disk, other than game saves. In 1985 the X-ZIP was written - I implemented the Apple IIc version. It was a full 256K virtual machine which was needed for AMFV. I was even able to keep users from having to flip the disk by writting a custom RT (Read Track) as opposed to the standard RWTS. This let the 5.25 in Apple flo
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"Speaking to oneself is a sign of impending mental collapse."
(possibly not an exact quote, but close). That (or the corrected version of it) was in several Infocom games if you say something with nobody else in the room.
Strange Description... (Score:3, Informative)
Last I checked, Andy was just one guy.
-Bill
Re:Strange Description... (Score:5, Funny)
Its just not the same without the props... (Score:3, Insightful)
Boss key... (Score:1)
hope this isnt a dupe note but (Score:1)
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?
>
Here's an idea (Score:2)
What someone should do is grab a good gamebook from the 1980s and convert it to Inform 7. It would be excellent to play, and yet essentially be abandonware.
P.S. If anyone knows where I can get a copy of Suspended (I bought it for the Commodore 64, so I feel I have a right to play it!), I'd be very grateful!
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http://free-game-downloads.mosw.com/abandonware/pc/adventure/games_sp_sw/suspended.html [mosw.com]
Re:Here's an idea (Score:4, Insightful)
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Or, more likely, you are a coward who flings meaningless portmanteau insults at strangers.
I wouldn't demand any physical object that a shop had stocked their shelves with, but I would refuse to pay someone who demanded money for 103KB of abandoned software that I'd already paid for. If the bandwidth involved in giving me access to it were non-negligible, or if any of the money were to go the original author, then I might consider it.
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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You can argue legalities, and expectations of privacy *with the benefit of hindsight*, but at the time it probably would have been reasonable to assume that these emails would not have been published in public; for professional reasons if nothing else.
RTFA - you wont regret it! (Score:5, Informative)
There has never been a Slashdot submission where reading TFA was a greater pleasure.
get some of the infocom guys to talk abou this (Score:3, Insightful)
I mean, email is NOT that hard.
Boxes. (Score:3, Interesting)
The Original Hitchhiker's Game Online (Score:5, Informative)
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Is it weird to get choked up about this? (Score:2, Interesting)