| 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) | |
| "Welcome to rec.games.int-fiction! | |
| This is part 1 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. | |
| This file is in 3 parts. 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 | |
| The most recent version can be obtained at | |
| <ftp://ftp.gmd.de/if-archive/rec.games.int-fiction/FAQ> | |
| Throughout this file, there will be URL references to relevant files | |
| if they are available on the ftp.gmd.de site. See section 1.5 for | |
| more information. | |
| Contents of this file, part 1: | |
| 1.0 rec.games.int-fiction | |
| 1.1 The purpose of this group and some history of IF | |
| 1.2 Other USENET newsgroups discussing interactive fiction | |
| 1.3 Netiquette rules; asking for and posting hints; "bug reports" | |
| 1.4 Are there any 'zines related to Interactive Fiction? | |
| 1.5 The ftp.gmd.de IF archive and other Net resources | |
| 1.6 Games, walkthroughs, hints and source available for FTP | |
| 1.7 Disclaimer and trademark/copyright notice | |
| 1.8 XYZZY? | |
| Part 2 covers Infocom. | |
| Part 3 covers other adventure or IF-producing companies. | |
| The current maintainer is Stephen van Egmond. Questions and | |
| information should be mailed to svanegmo@undergrad.math.uwaterloo.ca. | |
| 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, and Matt | |
| Ackeret 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 | |
| "The purpose of this group and some history of IF" (1.1) | |
| 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. | |
| Many of Infocom's implementors have moved on to other exploits. | |
| Steve Meretzky works for Legend Entertainment, which produces | |
| commercial IF. | |
| >N | |
| 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 | |
| "Other USENET newsgroups discussing interactive fiction" (1.2) | |
| 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. | |
| _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.gmd.de/if-archive/rec.arts.int-fiction/FAQ> is the | |
| FAQ. | |
| _comp.sys.amiga.games_ discusses all types of computer games for the | |
| Commodore Amiga computer, including IF games for that machine. | |
| _comp.sys.mac.games_ has a similar charter, discussing games for the | |
| Apple Macintosh line of computers. | |
| _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. | |
| _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). | |
| _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. | |
| >S | |
| 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." | |
| "Netiquette, hints, and bug reports" (1.3) | |
| Before asking for a hint, consider that many people before you have | |
| asked for hints. At ftp.gmd.de there are numerous hint files and | |
| walkthroughs available. See question 1.6 for more information. | |
| 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 | |
| >Have you tried running for President? | |
| *** A special note on the "form feed" character: The ASCII | |
| character 12, if inserted as the _first_character_of_a_line_ in the | |
| text of an article, causes most newsreaders to pause and require | |
| the user to hit a key before continuing. This feature is useful | |
| when protecting part of a message from people who don't want to see | |
| it, as it gives them the option of hitting "n" instead and skipping | |
| the SPOILER section. | |
| Some newsreaders display this character as a caret followed by the | |
| letter L, thus: ^L . This is *not* the same as typing the two | |
| characters ^ and L. Also, it is very important that the "form | |
| feed" character be kept as the first character on the line. If you | |
| reply to a message and put a ">" in front of the form feed, it | |
| won't work, the message will be spoiled and scores of angry netters | |
| will tear you limb from limb (okay, maybe not that drastic, but | |
| it's bad manners). | |
| Most machines can generate a form feed character if you type a | |
| CTRL-L or (in "vi") CTRL-V CTRL-L. If you can't generate a form | |
| feed character, either use 24 blank lines or save this message and | |
| delete everything but the form feed below. | |
| The last character on this line is an ASCII form feed: | |
| 2. If you're asking for a hint, please try to ask in a way that | |
| doesn't spoil the puzzle, or spoil other puzzles in the game. | |
| Describe whatever details are relevant, but don't post the answer to | |
| every other puzzle you've solved up to this point. | |
| Good example: | |
| >I've figured out what the gold machine is for, but I keep | |
| >getting killed whenever I try to use it. | |
| Bad example: | |
| >I used the gold machine to send a message to Orkan, but the | |
| >Warlock noticed my presence and turned me into bat guano. | |
| If you can't ask the question without revealing part of the | |
| puzzle, protect the question with spoiler warnings as above. | |
| 3. When giving a hint, please try to give just enough info to send | |
| the adventurer on her way. Please don't post the exact sequence | |
| of moves required to win the game from this point, or solve the next | |
| two puzzles in order to get the ball rolling. | |
| Good example: | |
| >Have you explored the area outside the house? | |
| Bad example: | |
| >There's a window on the east side of the house that you can | |
| >squeeze through in order to get in. Don't bother with the | |
| >front door; there's no way to open it. Don't eat the food, | |
| >either: You'll need it later to feed the microscopic dog. | |
| Other common messages seen on rec.games.int-fiction involve bugs that | |
| the poster has found (or thinks they have found) in a particular game. | |
| A bug is broadly defined as behaviour that was not intended by the | |
| author. The most common error is one where characters or objects | |
| behave in strange ways; less common is the existence of ways of getting | |
| around a puzzle that the author did not intend. Lists of known errors | |
| in Infocom games are published in some editions of XYZZYnews and on | |
| the Infocom home page. See below for the locations of these resources. | |
| If you know that you've found a bug or contradiction in a game, | |
| please refrain from posting about it to the entire newsgroup. There is | |
| no point in embarrassing the author. Almost every author provides an | |
| electronic-mail address, which you should use to inform her about the | |
| bugs. Many authors don't see everything on rgif, or don't read it at | |
| all. | |
| On the other hand, if you're not sure whether what you've encountered | |
| is a bug or not, it makes sense to post about it; don't forget to | |
| put spoiler warnings in where appropriate. | |
| Belboz looks at you expectantly. | |
| >ASK BELBOZ ABOUT THE DUSTY SCROLL | |
| Belboz looks at you suspiciously. "Curious little enchanter, aren't you?" | |
| "Magazines about interactive fiction" (1.4) | |
| There are two magazines archived at ftp.gmd.de which are still | |
| producing new issues. They are: | |
| SPAG ("Society for the Preservation of Interactive Fiction") and | |
| XYZZYnews (Xyzzy is a magic word from Adventure) | |
| They are both excellent. Issues are made available in either PDF | |
| (requiring an Adobe Acrobat Portable Document Format reader) or in | |
| plain text. The magazines are free. XYZZYnews encourages subscription | |
| by giving giving subscribers the latest issue before everyone else. | |
| SPAG focuses almost entirely on game reviews. | |
| Someone went through the first 33 issues of a PC-only magazine | |
| called SynTax and made the IF-relevant files and articles | |
| available in a file at ftp.gmd.de. It's a promotion for the | |
| subscription-only magazine. | |
| Everything is available at <ftp://ftp.gmd.de/if-archive/magazines> | |
| Belboz looks at you expectantly. | |
| >FROTZ BELBOZ | |
| Belboz stops you with a word of power. | |
| "Ah! Now I have you, charlatan! Fool me twice? Never!" He rises to his | |
| feet, makes a threatening gesture, and you find yourself transported | |
| to.... | |
| Maze | |
| This is part of a maze of twisty little passages, all alike. | |
| >PLUGH | |
| A hollow voice says: | |
| "The ftp.gmd.de IF archive and other Net resources" (1.5) | |
| The interactive fiction archive site at ftp.gmd.de is by | |
| far the largest collection of interactive fiction games, development | |
| systems, "walkthrough" solution files and related IF materials | |
| available. It is generously maintained by Volker Blasius. Uploads of | |
| new material are encouraged; please send e-mail to blasius@gmd.de when | |
| uploading. It is at <ftp://ftp.gmd.de/if-archive>. | |
| Other mirror sites: | |
| in the USA: <ftp://wuarchive.wustl.edu/doc/misc/if-archive> | |
| <ftp://ftp.achilles.net/wuarchive/doc/misc/if-archive> | |
| in Canada: <ftp://ftp.io.org/pub/mirrors/if-archive> | |
| in Finland: <ftp://ftp.funet.fi/pub/misc/if-archive> | |
| Through the Web, offering links to ftp.gmd.de: | |
| <http://www.undergrad.math.uwaterloo.ca/~svanegmo/if-index.html> | |
| A browsable hypertext index of the ftp.gmd.de archive. You can look | |
| through the file listings, click on a file name to download it, and | |
| view game reviews (contributions of reviews encouraged). Some | |
| information for Inform developers is also available. | |
| Other Web sites of general interest: | |
| + <http://www.csd.uwo.ca/~pete/Infocom> | |
| The unofficial "Infocom" home page, compiling a lot of widely | |
| distributed Infocom-specific information into a very usable form. | |
| There's articles on Infocom published in the computer industry and | |
| in Infocom's own newsletter, as well as invisiclues, maps and known bugs | |
| on every Infocom text adventure. | |
| + <http://speedracer.nmsu.edu/~jholder/intfiction.html> | |
| John's Interactive Fiction home page offers a hypertext version | |
| of the Encyclopedia Frobozzica, the rec.arts.int-fiction FAQ, | |
| and some commentary on parsers. | |
| + <http://yallara.cs.rmit.edu.au/~s9406702/if/index.html> | |
| Maintained by Paul Gilbert, this provides a convenient, annotated | |
| "reference" to net-accessible IF materials. | |
| + <http://www.tiac.net/users/baf/if-guide.html> | |
| A huge pile of game-reviews written by Carl Muckenhoupt with links | |
| to the files they're talking about, specific to ftp.gmd.de, and | |
| primarily the games/pc directory. | |
| >S.W.SW.W.W. | |
| Flathead Ocean | |
| Passing alongside the shore now is an old boat, reminiscent of an ancient | |
| Viking ship. Standing on the prow of the ship is an old and crusty sailor, | |
| peering out over the misty ocean. | |
| >HELLO SAILOR | |
| The seaman looks up and maneuvers the boat toward shore. He cries out: | |
| "Games, walkthroughs, hints, source and other FAQs" (1.6) | |
| Thanks to Magnus Olsson for much of the info in this section. | |
| Games and source: | |
| ================= | |
| + http://www-und.ida.liu.se/~d91frera | |
| Contains numerous "starter kits" to get newcomers playing interactive | |
| fiction. These contain all you need to start playing: interpreters, | |
| game files, instructions, FAQs, and some even have full installers. | |
| Versions are available for the most common operating systems, including | |
| the Amiga. | |
| + ftp.gmd.de in games/, programming/, infocom/compilers/inform/, | |
| and their subdirectories. Read part 3 of this FAQ for more information | |
| on continuing game development. | |
| + Source code for some text adventures (including various versions of | |
| Colossal Cave/ADVENT, Dungeon/Zork and World) have been posted to | |
| comp.sources.games and comp.sources.misc. They're available from FTP | |
| sites archiving these groups, such as ftp.uu.net. | |
| + Some Macintosh IF games are available from sumex-aim.stanford.edu, | |
| including Colossal Cave and Dungeon. [Unnkulian may be there too.] | |
| + Amiga IF games are available from any Aminet mirror site, such as | |
| ftp.wustl.edu or ftp.netnet.net, in the pub/aminet/games/role directory. | |
| Walkthroughs and hints: | |
| ======================= | |
| A walkthrough is a start-to-finish "most direct route" way to | |
| finish the game, which guarantees that you will miss out on | |
| lots of the pleasant details that make IF worthwhile. Hint files are | |
| usually in the question-and-answer form. Infocom's variation on this was | |
| the Invisiclue booklet: answers were printed in invisible ink and you used | |
| a special marker to make them visible when you needed a hint. The | |
| electronic version of this (receiving progressively more hints on the | |
| screen) is implemented in many games. Type HINT or HELP to see if they're | |
| available. There is also a shareware-ish program called UHS ("Universal | |
| Hint System") which has many hint files compiled for it; beware of the | |
| author's registration scheme and the lack of attention given to porting | |
| the UHS reader to non-PC platforms. | |
| + ftp.gmd.de in the solutions/ and infocom/hints/ directories. | |
| + Walkthroughs for many popular IF games are available from ftp.uu.net, | |
| in the directory /pub/games/solutions/. | |
| + The Invisiclues for all v3 to v5 Infocom games are available through | |
| the Infocom home page at http://www.csd.uwo.ca/~pete/Infocom; these | |
| are derived from the Invisiclues stored at | |
| ftp://ftp.gmd.de/if-archive/infocom/hints/invisiclues | |
| Relevant mini-FAQs and information compilations: | |
| ================================================ | |
| + <ftp://ftp.gmd.de/if-archive/info/playgame.FAQ> | |
| FAQ by stevgrif@moc.govt.nz (Stephen Griffiths) oriented | |
| towards owners of MS-DOS machines who wish to play any of the games | |
| at ftp.gmd.de. Covers all different games systems there are. Very | |
| helpful if you're stuck. | |
| + <ftp://ftp.gmd.de/if-archive/info/adventure-game-history> | |
| A history of the interactive fiction genre. (Hans Persson) | |
| + <ftp://ftp.gmd.de/if-archive/info/tolkien-games.list> | |
| A list of computer games related to J.R.R.Tolkien's works. | |
| (Fredrik Ekman) | |
| + <ftp://ftp.gmd.de/if-archive/info/fact-sheet.txt> | |
| Games, authors, history, statistics, interpreters, and tools for | |
| Infocom games. (Paul David Doherty) | |
| + <ftp://ftp.gmd.de/if-archive/info/gameinfo.txt> | |
| Infocom game information table. (Paul D. Smith) | |
| + <ftp://ftp.gmd.de/if-archive/games/infocom/how-to-play-these-games> | |
| FAQ by Gareth Rees on what to do if you have an Infocom-format | |
| game file (.z3, .z5, .z7, .z8 or .dat) but don't know how to "make it | |
| go". See also section 2.8 of this FAQ. | |
| Please accept this gift. You may find it useful!" He throws something | |
| which falls near you in the sand, then sails off toward the west, singing a | |
| lively, but somewhat uncouth, sailor song. The boat sails silently through | |
| the mist and out of sight. | |
| A seedy-looking individual with a large bag just wandered through the room. | |
| On the way through, he quietly abstracted some valuables from your | |
| possession, mumbling something about: | |
| "Disclaimer and copyright/trademark notice" (1.7) | |
| This FAQ Copyright 1997 by Stephen Van Egmond. Reproduction of this | |
| document and printing it for personal use is OK. Putting it into an | |
| off-Net compilation without permission is not OK. Ask first. | |
| All trademarks remain the property of their respective companies. | |
| >XYZZY (1.8) | |
| Nothing happens. In the distance you hear a voice: | |
| People frequently ask about the origins of XYZZY. From the Jargon file | |
| 3.2.0: | |
| :xyzzy: /X-Y-Z-Z-Y/, /X-Y-ziz'ee/, /ziz'ee/, or /ik-ziz'ee/ | |
| adj. [from the ADVENT game] The canonical `magic | |
| word'. This comes from ADVENT, in which the idea is to | |
| explore an underground cave with many rooms and to collect the | |
| treasures you find there. If you type `xyzzy' at the appropriate | |
| time, you can move instantly between two otherwise distant points. | |
| If, therefore, you encounter some bit of magic, you might | |
| remark on this quite succinctly by saying simply "Xyzzy!" | |
| "Ordinarily you can't look at someone else's screen if he has | |
| protected it, but if you type quadruple-bucky-clear the system will | |
| let you do it anyway." "Xyzzy!" | |
| Xyzzy has actually been implemented as an undocumented no-op | |
| command on several OSes; in Data General's AOS/VS, for example, it | |
| would typically respond "Nothing happens", just as ADVENT | |
| did if the magic was invoked at the wrong spot or before a player | |
| had performed the action that enabled the word. In more recent | |
| 32-bit versions, by the way, AOS/VS responds "Twice as much | |
| happens". | |
| The popular `minesweeper' game under Microsoft Windows has a | |
| cheat mode triggered by the command `xyzzy<enter><right-shift>' | |
| that turns the top-left pixel of the screen different colors | |
| depending on whether or not the cursor is over a bomb. | |
| >SE | |
| Maze | |
| This is part of a maze of twisty little passages, all alike. | |
| Someone carrying a large bag is casually leaning against one of the walls | |
| here. He does not speak, but it is clear from his aspect that the bag will | |
| be taken only over his dead body. | |
| >KILL THIEF WITH SWORD | |
| A good slash, but it misses the thief by a mile. The thief comes in from | |
| the side, feints, and inserts the blade into your ribs. | |
| It appears that that last blow was too much for you. | |
| I'm afraid you are dead. | |
| **** You have died **** | |
| Press any key to continue | |
| 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. | |
| 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. | |
| Contents of this file: | |
| 2.0 Infocom | |
| 2.1 Whatever happened to Infocom, anyway? | |
| 2.2 Can I reach any of the original Infocommies? | |
| 2.3 Classic Infocom titles available now | |
| 2.4 Classic Infocom releases you might find used somewhere | |
| 2.5 Modern (i.e. Activision) releases | |
| 2.6 Infocom products not (yet) re-released | |
| 2.7 Missing or hard-to-find information in LToI packaging | |
| 2.8 Z-machine interpreters, vocabulary listers, utilities, | |
| and Specification numbers. | |
| 2.9 Infocom copyrights and playing on other platforms | |
| 2.10 Creating your own (Infocom) 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 svanegmo@undergrad.math.uwaterloo.ca. | |
| 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... | |
| Dark | |
| You can make out a shadow moving in the dark. | |
| >LOOK AT SHADOW | |
| The shadow is vaguely Ford Prefect-shaped. | |
| Vogon Hold | |
| 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: | |
| "Whatever happened to Infocom, anyway?" (2.1) | |
| This info 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, MA, 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 | |
| about two years 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). | |
| (End of Lebling information; begin editorial.) | |
| Activision continues to release new products under the Infocom label, | |
| all of which so far have been CD-ROM graphical adventures which have | |
| been met with dour grunts of disapproval from rec.*.int-fiction denizens. | |
| The original text adventures can still be purchased (see below). | |
| You begin to feel distinctly groggy. | |
| > LOOK UNDER MATTRESS FOR IMPLEMENTOR | |
| "Hey, anybody know how I can reach Steve Meretzky?" (2.2) | |
| The original Infocom crew has 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 haz Liz Cyr | |
| Jones. Other implementors may be lurking; nobody knows. | |
| You see nothing else interesting. | |
| > CONSULT GUIDE ABOUT CLASSIC INFOCOM PRODUCTS (2.3) | |
| The Guide checks through its Sub-Etha-Net database and eventually comes up | |
| with the following entry: | |
| 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 compilation of classic | |
| Infocom called "Classic Text Adventure Masterpieces". This CD (which | |
| works on PC or Mac) meets practically every wish of the | |
| rec.games.int-fiction readership, except for wide availablility. | |
| There is little Activision can do to force stores to carry their | |
| product. | |
| 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. | |
| Notable by their absence are Hitch Hikers' and Shogun, which are | |
| not included since the rights to distribute those games have reverted | |
| back to the original authors. | |
| 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. All maps and documentation are | |
| provided in Adobe Acrobat format which can be printed out. | |
| The packaging 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 printed orders for the destruction of your | |
| home and planet). Infocom's original packaging is legendary in the | |
| software industry. | |
| Cost: about $20 US, it has been seen in reasonable quantity at Best | |
| Buy stores and should be at Babbages', Sofware Plus and others. It can | |
| also be ordered direct from Activision (visit www.activision.com; they | |
| will "shortly" be having online ordering but you can get their 1-800 | |
| number there). | |
| 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. Most people will hate you if you ask. | |
| Ford is curled up on the bed, snoring loudly. | |
| > FOOTNOTE 42 | |
| "Previous Infocom compilations you still might find" (2.4) | |
| Infocom, in its pre-Activision days released trilogies (The Zork | |
| Trilogy, for example, or the Enchanter trilogy containing Enchanter, | |
| Sorcerer and Wishbringer) containing a subset of the trinkets found in | |
| the original packages. Like almost all other original Infocom packages, | |
| these are now collectors' items. | |
| 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 | |
| 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.gmd.de/if-archive/infocom/interpreters/zip/> | |
| The package includes a manual which contains photocopies of all the | |
| original manuals and game pieces (such as the trading cards from | |
| "Spellbreaker", which are needed to solve a puzzle in the game), but | |
| some information is missing -- see section 2.7 below. | |
| The package also contains a hint book, which looks like somebody took | |
| all the Invisiclues booklets and typed them into a text file. The | |
| hint book is riddled with spelling mistakes, formatting errors and | |
| other problems, but in most cases the mistakes are not serious enough | |
| to keep you from using it. | |
| "Lost Treasures of Infocom II" contained most (but not all) of the | |
| remaining Infocom text adventure games, and retailed for $29.95 through | |
| retail and mail order outlets. | |
| The games in the 3.5 disk version were: | |
| Seastalker Wishbringer A Mind Forever Voyaging | |
| Trinity Cutthroats Hollywood Hijinx | |
| Bureaucracy Border Zone Plundered Hearts | |
| Sherlock Nord and Bert Couldn't Make Head or Tail of It | |
| The CD-ROM version contained Shogun, Arthur and Journey in addition. | |
| LToI2 was produced for the Macintosh and PC only. Users of other | |
| platforms can play the non-graphical games by transferring the files | |
| to their machine and playing them with a ZIP. (See question 2.9.) | |
| 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. | |
| 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 | |
| There is also the 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. | |
| You begin to feel indistinctly groggy. | |
| >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 (2.5) | |
| The Guide checks through its Sub-Etha-Net database and eventually comes up | |
| with the following entry: | |
| 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.gmd.de/if-archive/infocom/demos/zorkdemo.zip> | |
| _Zork: Nemesis_ | |
| A graphical CD-ROM adventure released in 1995. The interface has | |
| improved somewhat; the game includes amusing references to the Zork | |
| universe, but the plot is said to be irregular and the puzzles | |
| somewhat inconsistent. Said to be a huge improvement over RTZ. | |
| _Planetfall: The Search for Floyd_ | |
| Due out in 1995, a graphical adventure written by Steve Meretzky, | |
| Richard Manning and Hans Beimler. Infocom has reportedly learned | |
| their lesson with Return to Zork's interface and will be improving | |
| it considerably for their 1995 games. | |
| There is also another Zork adventure coming perhaps early next year. | |
| >CONSULT GUIDE ABOUT OTHER INFOCOM PRODUCTS (2.6) | |
| The Guide checks through its Sub-Etha-Net database and eventually comes up | |
| with the following entry: | |
| 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.gmd.de/if-archive/infocom/info/fact-sheet.txt>. | |
| Hard-to-find and early products: | |
| _The Infocom Sampler_ (pre-1984?) | |
| This was the first of three demo products written by Infocom, | |
| containing (we think) excerpts from Zork I. The existence of this | |
| sampler is deduced mainly because a later version of the Sampler has | |
| serial number "ID2", suggesting an earlier "ID1". | |
| _The Infocom Sampler_ (1984, 1985) | |
| This was the second of three samplers, containing excerpts from Zork | |
| I, Planetfall, Infidel and The Witness, and also containing a unique | |
| two-room puzzle that involved catching a butterfly. Available for | |
| virtually every computer on the market in 1985 (including the Osborne, | |
| Kaypro II, TRS-80 Color Computer, etc.) Superseded in 1987 by the | |
| third and final Infocom Sampler. | |
| <ftp://ftp.gmd.de/if-archive/infocom/demos/sampler1_R55.z3> | |
| _The Infocom Sampler_ (Fall 1987) | |
| Third and final sampler containing puzzles from Zork I, Trinity, | |
| Leather Goddesses of Phobos and Wishbringer. IBM PC, Apple II and | |
| Commodore 64. <ftp://ftp.gmd.de/if-archive/infocom/demos/sampler2.z3> | |
| _Fooblitzky_ (Summer 1985) | |
| A graphical game involving deductive logic, by Marc Blank, Michael | |
| Berlyn, Brian Cody, Poh C. Lim and Paula Maxwell. IBM PC, Apple II, | |
| Atari XL/XE series. | |
| _Shogun_ | |
| _Journey_ | |
| _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. Try the *.forsale or | |
| *.marketplace newsgroups, or www.dejanews.com | |
| _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_ / _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. Some articles | |
| are archived at | |
| <ftp://ftp.gmd.de/if-archive/infocom/info> and at | |
| <http://www.csd.uwo.ca/~pete/Infocom> | |
| There is an effort underway on rec.games.int-fiction to create | |
| complete electronic editions of these newsletters. Watch this space | |
| for more information. | |
| _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 | |
| _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. | |
| _Circuit's Edge_ | |
| IBM, Amiga, and "other 8-bit platforms". A science-fiction RPG based | |
| on Effinger's world in the story "When Gravity Fails". | |
| _Mines of Titan_ | |
| IBM, Amiga, 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. | |
| 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... | |
| Captain's Quarters, in the poetry appreciation chair | |
| 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 (2.7) | |
| One of the guards lightly bashes your skull with the butt of his weapon | |
| and says (Ford translates for you): | |
| 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 the ftp site | |
| in the directory infocom/shipped-documentation. | |
| _Ballyhoo_ | |
| The original packaging included an advertisement for a radio station, | |
| WPDL AM at 1170 KHz. You will need to tune the radio to this | |
| frequency (or TUNE RADIO TO WPDL) to get a vital clue. | |
| <ftp://ftp.gmd.de/if-archive/infocom/shipped-documentation/ballyhoo.lost.stuff> | |
| _Lurking Horror_ | |
| Your Login ID, an important part of one of the early puzzles, is | |
| *not* missing from the LToI manual. It's just hard to find. (Hint: | |
| It's written somewhere on your Student ID Card.) | |
| _Bureaucracy_ | |
| Some important information from the Popular Paranoia advertisement is | |
| missing, as well as the Beezer card application in triplicate is | |
| absent from the LToI 2 package. | |
| <ftp://ftp.gmd.de/if-archive/infocom/shipped-documentation/bureaucracy.lost.stuff> | |
| _Moonmist_ | |
| Your friend Tamara will make frequent references to the letters she | |
| wrote asking for your help; unfortunately, these letters are not | |
| included in the LToI package. The full text of these two letters is | |
| available from the ftp.gmd.de archive, with many thanks to Mark Howell | |
| for typing in these letters from the original package. | |
| <ftp://ftp.gmd.de/if-archive/infocom/shipped-documentation/moonmist.letters> | |
| _Zork Zero_ | |
| The original documentation for Zork Zero contained information about | |
| the game's on-screen mapping, which may be activated by typing in the | |
| command "MAP" at any time during the game. No mention is made of this | |
| in LToI 1. | |
| Also, some versions of the LToI package may be missing a (vital) map | |
| of the "Rockville Estates" section of the game. The map is a | |
| blueprint 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 your copy of the manual is missing page 40b, and you cannot find | |
| the map anywhere else in the game package, call Activision technical | |
| support at 310-207-4500 (Mon-Fri 9am-5pm PST) and explain the | |
| situation to them. They should provide you with a replacement map. | |
| 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!" | |
| Vogon Hold | |
| 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... | |
| Darkness | |
| It is pitch black. You could be eaten by a zmachine. | |
| >WHAT IS A ZMACHINE? (2.8) | |
| 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 public-domain 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). Version 7 has not yet been used in any released game. | |
| 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 Jokish. There are also numerous other "tool" | |
| programs for Infocom files available by other authors for other | |
| platforms. | |
| <ftp://ftp.gmd.de/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.gmd.de/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.gmd.de/if-archive/games/infocom/how-to-play-these-games> | |
| There are some other ZIP programs at GMD 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. | |
| _Frotz_ by Stefan Jokisch <jokisch@euklid.informatik.uni-dortmund.de> | |
| Current version: 2.01 | |
| Plays all games (even v6 ones), | |
| Conforms to Z-Machine Standard 0.2. | |
| Runs on DOS, Amiga and Unix systems. | |
| 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). | |
| _zmachine_ by Matthias Pfaller <leo@marco.de> | |
| Current version: 2.24 | |
| Plays most Z-Code v3 games (except games with sound). | |
| Supports UNIX termcap, MS-DOS, Amiga and Atari ST systems. | |
| Supports sound on the Amiga only. | |
| _pinfocom_ by Paul D. Smith <paul_smith@dg.com> | |
| Current version: 3.0 | |
| Plays all Z-Code versions to v3. Includes features to print | |
| vocabulary lists, object trees, and header info for all Z-Code | |
| versions. Supports UNIX termcap and terminfo, MS-DOS, and Amiga | |
| systems. Basically does everything ITF 4.01 does and more | |
| (command-line restore, enhanced command-line editing commands, | |
| stellar Amiga interface, etc.). | |
| _zterp_ by Charles Hannum | |
| Current version: 0.3 alpha | |
| A bare-bones v3-v5 interpreter with source. | |
| 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] | |
| >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. | |
| Potting Room | |
| 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 ABOUT COPYRIGHTS | |
| Jemima screeches with irritation. | |
| "Copyrights on Infocom products / using other platforms" (2.9) | |
| 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. This may make owners of non-PC, non-Mac computers | |
| despair since the only products shipping are for those two platforms, | |
| but there are options available. You can purchase one of the | |
| anthologies listed above, transfer the data files to your computer | |
| somehow, and use one of the available interpreters to run it. This is | |
| the inherent beauty of Infocom's Z-machine idea. See question 2.8 for | |
| information on interpreters. | |
| If you want to know how to transfer files from computer type A | |
| to computer type B, the answer depends highly on the hardware, | |
| software, and cabling you have. It's best to ask your nearest type | |
| A or B guru. | |
| 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.gmd.de/if-archive/infocom/interpreters/> | |
| There probably isn't a legal problem with doing this. Of course, if you | |
| sell your package, you should destroy the copies you've made. | |
| Copyright issues with respect to samplers, invisiclues, New Zork | |
| Times issues, and other things which Activision, in practice, will | |
| never want to redistribute, have not been resolved. | |
| Activision can be reached at: | |
| Activision/Infocom | |
| P.O. Box 67001 | |
| Los Angeles, CA, USA 90067 | |
| Order line: 800-477-3650 (US) [anybody have one for Europe?] | |
| Tech support: 310-207-4500 (Mon-Fri 9am-5pm PST) | |
| People have had mixed and inconsistent results with Activision. | |
| >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... | |
| Premonition | |
| 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 | |
| Camp Fire | |
| A motley platoon of soldiers are sitting about the embers of a fire. | |
| >LISTEN | |
| "Creating your own adventure games" (2.10) | |
| Since this part of the FAQ is Infocom-oriented I will tell you that | |
| there is a freely distributable compiler available called Inform 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 modelled | |
| based on the requirements for 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 220-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.gmd.de/if-archive/infocom/compilers/inform6> | |
| 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.gmd.de/if-archive/rec.arts.int-fiction/FAQ> | |
| >NE. E. N. TAKE IRON MASCOT | |
| The Druid catches sight of your ghostly hand taking the mascot, and | |
| immediately begins her occultations, cursing you and your ill-gotten | |
| gains. But she is unable to make contact with you, and turns furiously to | |
| the tapestry, hissing "lagach" to the Bear. At once a sudden swirl of wind | |
| seems to pull her into the rough cloth, dissolving her to nothing. | |
| You wake up, shivering with dread. | |
| >WAIT | |
| Something feels very wrong indeed. Your hand begins to burn. | |
| In an astonishing freak accident, a meteorite hurtles through the Earth's | |
| atmosphere and then straight through your head. Anyone would think you | |
| had a curse on you (anyone, that is, still able to think). | |
| *** You have died *** | |
| Press any key to continue. | |
| 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. | |
| 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: | |
| 3.0 Companies and systems that aren't Infocom | |
| 3.1 About other companies | |
| 3.2 Level 9 and its games | |
| 3.3 The Level 9 FTP site | |
| 3.4 Adventure Software Inc. and its games | |
| 3.5 The ongoing development of Interactive Fiction | |
| Part 1 covers the elements of rec.games.int-fiction. | |
| Part 2 covers Infocom. | |
| The current maintainer is Stephen van Egmond. Questions and | |
| information should be mailed to svanegmo@undergrad.math.uwaterloo.ca. | |
| 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: | |
| "Infocom wasn't the only adventure game company, you know" (3.1) | |
| There were 2 other companies dedicated to the production of interactive | |
| fiction games: Level 9 and Adventure International ("Scott Adams | |
| adventures"). In reality, there were much more than two, but these two | |
| 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. | |
| Level 9 was formed by three brothers in 1982. Their first product was | |
| a port of Adventure to the 8-bit computers that dominated the English | |
| market at the time. Until their shutdown in 1991, they produced over a | |
| dozen adventure games for these machines, the 32K BBC family, and the | |
| Sinclair Spectrum 48K. | |
| Level 9 used 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. | |
| 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.gmd.de. | |
| 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. | |
| The gladiator advances menacingly. | |
| >ASK THE GLADIATOR ABOUT LEVEL 9 (3.2) | |
| Level 9's games were usually released in triolgies, some more | |
| interrelated than others: | |
| Colossal Adventure, similar to Crowther and Woods' | |
| Adventure Quest, defeat the evil lord with the magic foob | |
| Dungeon Adventure, loot the dead lord's tower, solving the many puzzles | |
| The above three were packaged into a Middle Earth Trilogy (renamed by | |
| the lawyers to Colossal Trilogy). Later, a second Trilogy, this time | |
| with graphics, a nicer parser and some text tweaks, named the Jewels of | |
| Darkness appeared. | |
| Snowball, save the starship from terrorists | |
| Return to Eden, the starship lands and you must find your colony | |
| Worm in Paradise, your colony is now politically corrupt and Orwellian | |
| The above three were packaged into the Silicon Dream Trilogy. | |
| Lords of Time, prance through time to get the artifacts and save us all | |
| Red Moon, Level 9's version of Enchanter | |
| The Price of Magic, a gothic horror -- defeat a corrupted sorcerer; | |
| a follow-on to Red Moon | |
| Time Into Magic is a trilogy of Lords of Time, Red Moon, and The Price | |
| of Magic. | |
| The following games don't appear in any "trilogy": | |
| Emerald Isle, graphical game where you're stranded on an island | |
| Eric the Viking, a which-way type of adventure | |
| The Secret Diary of Adrian Mole, another choose-your-own-path adventure | |
| Knight Orc, a 16-bit game merging the Silicon Dream Trilogy and The | |
| Jewels of Darkness. | |
| Gnome Ranger, help your female gnome Ingrid find her way home. | |
| Lancelot, a game closely based on the myths presented in "The Once and | |
| Future King". | |
| Gnome Ranger II: Ingrid's Back, where Ingrid must save the village | |
| hall from being bulldozed. | |
| Scape Ghost, where a police officer killed while on duty gets revenge | |
| and saves another officer. | |
| The gladiator advances menacingly! | |
| >SHOW ZX SPECTRUM TO GLADIATOR | |
| "Would you like to get some games for that?" (3.3) | |
| 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.gmd.de/if-archive/games/spectrum/> | |
| The games are in the format of the ZX Spectrum; you will probably not | |
| find one these days. PC owners can use the ZX emulator at | |
| <ftp://ftp.gmd.de/if-archive/emulators/spectrum/> | |
| The gladiator's weapon swishes through the air, narrowly missing you! | |
| >ASK THE GLADIATOR ABOUT SCOTT ADAMS (3.4) | |
| "Mr. Adams was never in the business of writing the Scott Adams adventure | |
| games." | |
| - _The Dilbert FAQ_ by Dogbert | |
| 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 Vodoo 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 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. He is reportedly working on a new work of IF (yes, it's in text) | |
| for Windows 95 only. | |
| 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 | |
| "The ongoing development of interactive fiction works" (3.5) | |
| 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, a decision occasionally the subject of discussion | |
| on rec.arts.int-fiction. As mentioned in part 2, Inform outputs | |
| Z-code which can be played by a ZIP, many of which have source code; | |
| TADS code is proprietary. The salient point of this to | |
| rec.games.int-fiction readers is that TADS games have a possible | |
| playing audience that is a subset of that possible with an Inform | |
| game: modern TADS interpreters aren't available for the Amiga and | |
| Acorn Archimedes, among others. For a genre supported by enthusiasts, | |
| who are likely to own enthusiast-type computers like the Amiga and the | |
| Acorn, this is significant. | |
| Mike Roberts (TADS' developer) has stopped further development of | |
| TADS and released his source code. Further development of the base system | |
| hasn't been officially taken on by anyone yet. Inform continues to be | |
| developed by Graham Nelson. A newer system called Hugo is available | |
| and continues to be developed by its author, Kent Tessman. More | |
| information on development systems can be found in the | |
| rec.arts.int-fiction FAQ. | |
| 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.gmd.de/if-archive/games/inform | |
| ftp://ftp.gmd.de/if-archive/games/tads | |
| ftp://ftp.gmd.de/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.gmd.de/if-archive/games/competition95/ | |
| ftp://ftp.gmd.de/if-archive/games/competition96/ | |
| A list of people interested in collaborating on a project is available. | |
| These people are skilled in either programming or writing, and want | |
| to work with someone who can complement their skill. | |
| http://homeges.ihug.co.nz/~daleys/ifcollab.html | |
| 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 researching also being done in areas that could move | |
| interactive fiction forward into several exciting new areas. The Oz | |
| Project are 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. | |
| Pointers to the Oz project's home page are available as links | |
| from almost any of the interactive fiction Web pages mentioned in | |
| part 1 of this FAQ, or through any of the usual WWW search engines. | |
| It's somewhere on http://www.cs.cmu.edu/. The webmaster there seems | |
| fond of moving documents around, so a permanent URL would be useless. | |
| 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 | |
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