| The following two articles appeared in the 'Your Computer' magazine, | |
| back in 1987. Some of the details look a bit strange to me, but I | |
| still think they are quite interesting, as well as amusing. | |
| Torbj|rn Andersson, d91tan@Minsk.DoCS.UU.SE | |
| Your Computer, March 1987 Vol 7, No. 3 | |
| Infocom special | |
| Roger Garret's Adventureline | |
| The first few weeks after Christmas are not easy for an adventure | |
| reviewer, mainly because software houses always try to release any new | |
| game for the Christmas rush, which is understandable, but it leaves | |
| January and February devoid of new material. | |
| The only consolation for the unhappy state of events is that it | |
| allows one to write about one's special preferences and lean very much | |
| towards Infocom adventures, so this month I offer a kind of Infocom | |
| potpourri. | |
| My first indication that such brilliant adventures existed was from | |
| reading the late lamented _Micro_ _Adventurer_. Going through the | |
| problem page I would read such questions as "How do I cross the | |
| river?" or "How do I open the egg?" in Zork I. I never gave the games | |
| much thought as at the time I was busy with other games like _The_ | |
| _Hobbit,_ _Twin_ _Kingdom_ _Valley_ and the Brian Howorth _Mysterious_ | |
| _Adventures_ series, plus anything else I could lay my hands on and | |
| because the Infocom games were disc only and I had only a CBM64 without | |
| disc drive I continued to devote myself to cassette-based games. | |
| It was not until an article appeared in MAD extolling the brilliance | |
| of these games that I decided to buy a disc drive and find for myself | |
| what all the noise was about. Little did I know that trying to buy an | |
| Infocom game in the U.K. was like trying to find gold under Wigan | |
| pier. Nobody stocked Infocom games. Finally I managed to track down | |
| two, _Starcross_ and _Suspended,_ so to say my initiation into the | |
| world of Infocom was somewhat mindboggling is to say the least. | |
| To me an adventure was an adventure. All this standard level | |
| business meant nothing to me. I had solved numerous adventures so, | |
| apart from more text why should Infocom be any different? Imagine me | |
| with a new disc drive raring to go, pen and paper in front of me, and | |
| then the magic words appearing on the screen of Starcross, an | |
| interactive fiction from Infocom, typing in my first commands and then | |
| waiting why the disc drive whirred away. | |
| Who cares about a slow drive, especially when I was about to solve | |
| an Infocom game? I think I was kidding myself, I can honestly say | |
| Starcross drove me bonkers. How my micro did not end up on the lawn is | |
| still a mystery. It was no ordinary adventure - it was a figment of a | |
| twisted mind sent to destroy me forever. Would I ever complete it? | |
| Climbing Everest | |
| After hours and hours of frustrating enjoyment I did and what an | |
| amazing feeling it is. I felt as if I had just climbed Everest and | |
| from that day I still derive the same sense of satisfaction on | |
| completing an Infocom adventure. | |
| To understand how Infocom came into existence we must go as far back | |
| as 1960, when Digital Equipment Corporation created the PDP-10, a | |
| medium-sized computer. The 10 became popular at many research stations | |
| and a great deal of software was written for it. At the Massachusetts | |
| Institute of Technology artificial intelligence laboratory an | |
| operating system called Incompatible Time-Sharing System was written | |
| for the 10. ITS was designed to make software development easy and the | |
| designers assumed that it would have a small, knowledgeable, friendly | |
| group of users, so they included no security features. | |
| In 1970, ARPAnet was invented, which enabled interaction among | |
| virtually all computers capable of logging into the net or by knowing | |
| a certain telephone number and, because of the lack of security | |
| features, budding hackers from all parts of the country soon | |
| discovered a wonderful playground. Also around 1970 a language called | |
| Muddle - later MDL - was developed as a successor to Lisp. It never | |
| fully replaced Lisp but it developed a loyal band of followers, | |
| including the Dynamic Modelling Group. DM was responsible for some | |
| famous games - only in the States - among which was a maze game in | |
| which various players wandered round a maze shooting each other. | |
| Each user's screen showed the view of the maze which his | |
| computerized alter-ego saw updated in real time. One of the chief | |
| developers of the game was Dave Lebling. Another well-played/hacked | |
| game was _Trivia,_ which was written - second version - by Marc Blank. | |
| Doing it better | |
| In 1977 _Adventure_ swept the ARPAnet. Willie Crowther was the | |
| original author but Don Woods expanded the game and released it on an | |
| unsuspecting network. When Adventure arrived at MIT the reaction was | |
| typical. Everyone spent a good deal of time doing nothing except | |
| trying to solve the game. It is estimated that Adventure set the | |
| entire computer industry back two weeks. Naturally the true lunatics | |
| began to think of how they could do it better. One was Bruce Daniels, | |
| who was the first person to get the last point, even though he had to | |
| examine the game with a machine language debugger as there was no | |
| other way to do it. | |
| By that time another hacker had joined forces with Lebling and | |
| company, Tim Anderson, and after Lebling had devised and written a | |
| command parser, Anderson, Blank and Daniels wrote a real adventure and | |
| the early forms of Zork began to take shape. | |
| By that time Trivia was old-hat, so the multitude of hackers sat | |
| waiting for something new. Then Zork arrived on the network and people | |
| went bananas over it. Extras were added to the game in the next few | |
| months. Lebling invented the now famous _Grues_ and Daniels infested | |
| the early Zork with them. | |
| The first major change addition was in June, 1977. It was the river | |
| section devised and implemented by Blank and remains unchanged to this | |
| day. Further problems and locations were added on such as the volcano | |
| and mine section. | |
| More scenarios and problems were added until the game as we know it | |
| was finished. Until then nobody had thought of it being a commercial | |
| proposition. The programmers were content with what they thought was | |
| just a hobby until 1979. | |
| Zork was one great big computer game, about one megabyte in size - | |
| as large as it could be and still fit in its original home, a | |
| DECsystem-10. Blank and Lebling designed and wrote the program with | |
| the help of Daniels and Anderson. All four had worked together in the | |
| research dept of MIT along with other computer buffs but the team was | |
| slowly disappearing into the real world. That created a problem. What | |
| could the group work on together and to whom could they sell it? | |
| Discussions had been going on from 1976 about the potential of the | |
| minicomputer market from a hardware and software point of view. The | |
| group was ignoring the vast potential of the micro market, not only | |
| from lack of experience but also from a serious concern about software | |
| piracy. | |
| Chinese meetings | |
| Enter Joel Berez. He had graduated from MIT and was working in his | |
| family business in Pittsburgh. Blank had also taken a medical | |
| residency in Pittsburgh and so naturally the two got together for | |
| various outings, where invariable the talk would turn to the good old | |
| days at MIT. One reason for the good old days was Zork. The idea of | |
| taking Zork to more people evolved from their weekly meetings in the | |
| local Chinese restaurant. More people were buying micros, like the | |
| TRS-Model 1 or the Apple II, but those computers were too small to run | |
| Zork - or were they? | |
| In those days when PCs ran to about 16K there was no way Zork would | |
| fit unless some form of specially-written program was written. Finally | |
| they concluded that, by inventing a programming system specifically | |
| for Zork, they could fit about half of it into a computer with 32K and | |
| one floppy disc drive. | |
| Meanwhile, the group at MIT was forming a corporation, choosing | |
| Infocom as the name least offensive to everyone, and searching for a | |
| product to start generating income for the company. There were ideas | |
| such as systems for keeping track of documents, handling electronic | |
| correspondence and processing text but, until Berez added Zork to the | |
| list, nobody gave adventures a second thought. | |
| Z-machine code | |
| There was still the problem of compressing the text. Berez and Blank | |
| worked that out to create the programming tools for their design and | |
| by the late autumn of 1977 had succeeded in creating the Z-machine | |
| chip. The breakthrough had happened. | |
| The key to their design was an imaginary chip called the Z-machine. | |
| The chip would be able to run Zork, or at least part of it, if the | |
| program was coded in a special, very compact language. The design also | |
| called for each personal computer to have a program to interpret the | |
| special Z-machine language and make the computer act in the same way a | |
| real Z-machine computer would. | |
| It involved creating another language called ZIL - Zork | |
| Implementation Language. Blank built a two-stage translator program to | |
| translate a ZIL program into the Z-machine language. He also built a | |
| ZIP - Z-Machine Interpreter Program - so that a DECsystem 20 could | |
| emulate the Z-machine. | |
| The other problem was to cut Zork in half. Lebling examined his | |
| overall map of the Zork kingdom and, eventually, by drawing certain | |
| boundaries, found about 100 locations which included the above-ground | |
| scenario and the numerious locations around the round room. The rest | |
| would be saved for another day. | |
| After numerous problems of copyright and distribution, Zork I hit | |
| the streets. The rest is history. | |
| In some of the numerous letters I receive from fellow adventurers one | |
| question seems to be asked more often than most, apart from the | |
| questions about games, and that is what is my favourite Infocom | |
| adventure? Each adventure has always delighted me because each game | |
| contains certain novel characters which leave a warm feeling. | |
| Turtle risked it all | |
| For instance, who has played _Planetfall_ and not been drawn towards | |
| Floyd, that silly little robot whose one aim was to please you? I will | |
| bet many of you said "Oh" when he died, only to smile when he returns | |
| at the end. Remember the mailbox in _Wishbringer_ who bravely gave his | |
| life in your defence, or the Turtle from _Enchanter,_ who risked all | |
| to fetch the scroll back for you and how many times have we muttered | |
| "Oh no, not him again" when, on nearly completing a task, the Wizard | |
| of Frobozz rears his head and casts a spell on you? | |
| So making a choice from the Infocom range is difficult but I have | |
| made two choices. The first is also the first in the Enchanter series. | |
| Called Enchanter, it introduced spell-casting into adventures, | |
| originally to be released as Zork IV, but because of the difference in | |
| character you play, a new trilogy was planned and called the Enchanter | |
| trilogy. _Sorceror_ followed not long after with the final part, | |
| _Spellbreaker,_ entering our lives in the summer of 1986. | |
| Enchanter produced a change in the type of character we were used to | |
| playing - the greedy adventurer whose sole intent was to collect as | |
| many treasures as possible, killing or maiming anybody or anything | |
| standing in our path. In this game the only protection we had was our | |
| trusty spellbook. Enchanter introduced fans to new words like Rezrov, | |
| Gnusto, Gaspar, and other equally bizarre names but, more important, | |
| spell-casting added a new dimension to the adventure. It seemed as if | |
| the game had a mind of its own and, once having started, you were | |
| instantly enmeshed in the subtle gameplay. | |
| Enchanter | |
| The land of the Enchanters is a peaceful, pleasant place to live, | |
| looked after by the wise Wizards who rule with wisdom and compassion. | |
| The Great Underground Empire is now only a memory. The splendour | |
| created by Lord Dimwit Flathead has disappeared slowly into the mists | |
| of time. Only ruins now stand where once mighty Aqueducts and | |
| magnificent palaces stood. | |
| Peace reigned until one day when from the mysterious forbidden lands | |
| of the freezing north an evil sorceror called Krill went to dwell in | |
| an old deserted castle not far from Frobozz. News of Krill and his | |
| unholy sacrificial rites soon reached the ears of the Enchanters' | |
| Guild. Various members were sent to defeat Krill but his magic was so | |
| powerful that none of the Enchanters could defeat him. It would appear | |
| that Krill could read minds and if there was the slightest threat an | |
| invisible barrier would surround the castle. | |
| The Enchanters thought long and hard about the problem until Belboz, | |
| and Chief Enchanter, had an idea so simple that Brains - reputedly the | |
| brainiest of the Enchanters - cut off his beard, left the guild and | |
| took up yak farming for not having thought of the idea. Rumour has it | |
| he is still there to this day. | |
| Belboz's idea was to send a novice Enchanter to defeat Krill | |
| because, to put it in Belboz's words, "Anybody with the brains of a | |
| drelb, later to be known as a Dodo, should be able to approach the | |
| castle without posing a threat to Krill." With those words of | |
| encouragement echoing in your ears you set forth on your quest. | |
| Enchanter contains some of author Dave Lebling's most endearing | |
| characters, such as the Turtle who, if you talk to him, will follow | |
| you round and perform a most astounding feat which, believe it or not, | |
| requires dexterity and speed - none of your common or garden type | |
| turtle in this game. Another highlight is when you meet the lone | |
| adventurer, a true parody with his drawn eyes looking furtively this | |
| way and that, lantern held high, rusty sword dangling from tattered | |
| scabbard, some long lost treasure gripped tightly in a grimy hand, | |
| willing to do whatever you ask in return for a reward. | |
| Before your eventual showdown with Krill, Lebling will amaze you | |
| with his masterful way of introducing problems, delight you with the | |
| text descriptions, and frustrate you at the pure logic behind the | |
| problems. | |
| My first choice was relatively easy, as Enchanter remains my | |
| favorite but making my next choice was more difficult. The Zork | |
| Trilogy stands out in my mind, as do Planetfall and Starcross, but I | |
| feel that _Wishbringer,_ written by Brian Moriarty, must take second | |
| place, mainly because of the freshness it brought into adventuring. It | |
| is not a particularly difficult adventure with relatively few | |
| locations but Moriarty's brand of humour and writing ability set it | |
| apart from the more predictable - if you can call any work by Infocom | |
| predictable. | |
| Taking a rather simple idea of returning a cat to its owner, | |
| Moriarty sets about weaving an intricate take where one minute you are | |
| a normal person trying to deliver a letter and then it is | |
| tighten-your-belt time and off we go into Moriarty's fantasy world, | |
| where talking Boots tramp around the streets, poodles turn into large | |
| ferocious dogs, platypus live on their own island ruled by King | |
| Platypus and a mailbox comes alive, acts like a cat, and dies bravely | |
| defending you from another male-eating mailbox amid shouts of "Poor | |
| little devil" and "Oh what a shame, I liked him." Such is the | |
| involvement when playing the games that one feels as if one is the | |
| person involved in all the dilemmas. | |
| Wishbringer | |
| Life is not very exciting for a lowly postal clerk living in the old | |
| town of Festeron. In fact, the most exciting time is watching the | |
| traffic lights change - when they are working - which is usually every | |
| third week in December. This day seems different. Not being able to | |
| understand why, you trudge to your place of employment there to be | |
| greeted by the crusty old postmaster. The Boss wants you to deliver a | |
| letter to The Olde Magick Shop on the hill just outside the town | |
| limits. As you leave the post office the Boss issues one last | |
| command - "Make sure you deliver the letter before five o'clock or woe | |
| betide you." That is just the kind of joyful message you need to help | |
| you on your way. | |
| No ordinary shop | |
| Further along the road Miss Voss entrusts you with a note for your | |
| boss while her pet poodle distrusts you and to show his distrust sinks | |
| a pair of needle-sharp teeth into your right ankle. After detaching | |
| said ankle from said jaws you eventually make it to the Magick shop. | |
| Moriarty's skill at writing grips you instantly as you open the door | |
| and walk inside, because this is no ordinary shop. | |
| Scattered around are various masks, herbs and other brick-a-bat but | |
| what hits you most is the claustrophobic atmosphere which prevails. | |
| After delivering the letter you turn to leave when suddenly you lose | |
| all sense of time and reason. The next thing you remember is awakening | |
| outside the shop with the words "find my cat" ringing in your mind and | |
| that is when your heartaches begin. | |
| An evil transformation | |
| Everything has changed. What was once a boring little town is now an | |
| evil place. Nightly patrols by the Boot Patrol are to be avoided at | |
| all cost but if you have done an act of kindness being thrown into the | |
| briny by the boot patrol is not too bad. As in all Infocom games there | |
| are plenty of problems to overcome before the conclusion, such as | |
| rescuing a princess, getting past a ferocious dog, escaping from the | |
| cells, plus other assorted brain-teasers, but one thing for sure is | |
| that you will enjoy yourself immensely before it is over. | |
| All the Infocom adventures are now being released by Activision, | |
| which bought Infocom last summer, and are available for the | |
| CBM64/128/Amiga, AtariXT/XL/ST, Amstrad CPC and Apple. | |
| The latest, _Hollywood_ _Hijinx,_ was scheduled for February | |
| release. Written by Dave Anderson it is a kind of spoof about the good | |
| old Hollywood 'B' movies. Set inside an old-style Malibu movie | |
| producer's home, your task is to find 10 treasures a la Zork. Only | |
| then can you inherit this vast estate. The catch is you must find all | |
| the treasures in one night or lose everything. | |
| To add to the fun the character you control is a special effects | |
| creature from a Buddy Burbank sci-fi film. The package contains a | |
| gossip-filled Tinselworld magazine, an autographed photo of your Uncle | |
| Buddy, a letter from Aunt Hildegarde and a lucky palm tree swizzle | |
| stick. It sounds like just the thing to occupy a few pleasant hours. | |
| Your Computer, May 1987 | |
| ADVENTURE PLAYGROUND | |
| PROFILE: INFOCOM'S DAVE LEBLING | |
| Mike Gerrard meets Dave Lebling, an Infocom founding father, and they | |
| talk about grues, llamas, leather goddesses, Douglas Adams and Uncle | |
| Buddy. | |
| When your editor phones you and asks if you'd like to meet someone | |
| from Infocom, what do you do? That's right: DROP EVERYTHING. I was out | |
| of the front door in a flash. Returning only to retrieve my trousers | |
| and pick up a tape recorder, I made my way more sedately to the | |
| palatial Hampstead offices of Activision, the company responsible for | |
| bringing Infocom to an even wider audience in Britain since they took | |
| over responsibility for the range last year. Having discovered that | |
| the 'someone from Infocom' was Dave Lebling, the man responsible for | |
| inflicting the grue on innocent adventurers everywhere, I considered | |
| the possibility of extracting revenge but decided I'd forgive him if | |
| he told me where the idea for the revolting creature came from in the | |
| first place. | |
| "Yes, I must admit I invented the grues," he said. "The word comes | |
| from a creature in a series of stories by a fellow named Jack Vance, | |
| who to my mind is one of the best fantasy writers around and grues | |
| come from a series of stories about a far future of the earth when the | |
| sun is about to go out and magic has revived and there are strange | |
| creatures all over, and one of them is the grue. Now the grue that he | |
| invented is nothing like the grue in _Zork,_ but the name is so nice, | |
| evoking, as it does, buckets of blood and things like that, that I | |
| sort of stole it from him." | |
| Horse | |
| And they kept on breeding, I pointed out. | |
| "Oh yes ... other than eating adventurers, that's all they do. There | |
| was a period when there was a grue in every game. Even in _Suspect,_ | |
| the murder mystery I wrote, there was a horse named Lurking Grue, but | |
| we've abandoned the idea as being a little bit ... well, previous." | |
| Moving from the history of the grue to the history of Infocom, that | |
| was dealt with in some depth in a previous issue of _Your_ _Computer,_ | |
| and took us as far as the commercial release of _Zork_ _I,_ though | |
| that wasn't quite the instant success you might expect with hindsight. | |
| "_Zork_ started slowly," Dave explained. "We were originally | |
| distributed by Visicorp, which is the company that also distributed | |
| _VisiCalc,_ the first spreadsheet program, and they sort of had the | |
| feeling that, well, this is a very nice game but games were not very | |
| exciting at the time, but we've got this spreadsheet program which is | |
| really exciting, and I think that's how they looked at things. So | |
| _Zork_ started off with what games sold then in the United States when | |
| they were introduced, about ten or twelve thousand copies, and that | |
| was pretty much what they expected so they weren't terribly interested | |
| in pushing it harder so we got the distribution rights back from them | |
| and started distributing it ourselves. We repackaged it and because it | |
| was our own product we were very motivated to make it a success and it | |
| began to pick up from that time. It had got spectacularly good reviews | |
| but they weren't always translated into sales, but as time went on we | |
| got it onto different machines, and that helped. | |
| "Also, all people had seen then were the Scott Adams adventures and | |
| _Colossal Cave,_ and _Zork_ was bigger, more complicated, more | |
| realistic, had a better parser ... from a grubby marketing point of | |
| view there were a lot of good sales points, and then we came out with | |
| _Zork_ _II,_ which helped even more, and of course, we've been turning | |
| 'em out ever since." | |
| They have turned out so many in the last twelve months, in fact, | |
| that players in the UK may have found it quite a strain on their | |
| wallets, despite the lower pricing now in evidence. We have seen | |
| _Wishbringer,_ _A_ _Mind_ _Forever_ _Voyaging,_ _Moonmist,_ | |
| _Ballyhoo,_ _Leather_ _Goddesses_ _of_ _Phobos_ and now _Hollywood_ | |
| _Hijinx,_ followed by the eagerly awaited Douglas Adams game, | |
| _Bureaucracy._ Eight games in a year? | |
| Bizarre | |
| "Well the reason for that is partly because we've been getting | |
| better distribution over here. _Wishbringer_ and _A_ _Mind_ _Forever_ | |
| _Voyaging_ came out in '85 in the States, the others in '86, and | |
| _Bureaucracy_ is the first of our '87 titles. We tend to put out | |
| between four and six games a year, and sometimes it takes them a | |
| little longer to get over here for reasons which are usually totally | |
| bizarre. We're getting them faster over here than we used to, and that | |
| is partly because of Activision, and I think one of the reasons is | |
| that the older ones that were coming through slowly pushed up against | |
| the newer ones that were coming more quickly." | |
| I had wondered if what had seemed like an increased production rate | |
| might cause problems in the debugging and checking of Infocom games, | |
| as the latest release, _Hollywood_ _Hijinx,_ sports one or two | |
| spelling and other mistakes, not normally associated with Infocom | |
| products. | |
| "We do check them very carefully, but part of the reason for the | |
| spelling mistakes ... I'll tell you this and then you can decide for | |
| yourself whether you want to print it or not ... is that the author, | |
| Dave Anderson, is a _terrible_ speller. The fact that you've only | |
| found two so far is staggering! He's very funny and a very clever guy, | |
| but he is not the world's greatest speller. The games do spend many | |
| months in testing, both internally at Infocom and with outside | |
| testers, and then about a month before the game's ready to be finished | |
| someone, and it's often John Palace who is the manager of the | |
| Interactive Fiction group and is an ex-editor, reads through the games | |
| and looks for spelling mistakes. | |
| "In fact the two in _Hijinx,_ 'renowned' and 'maroading', somebody | |
| encountered just the other day before I left. Lately we've been | |
| running these marathons where we get teams of students together and | |
| they play a game till they finish it. They're very good and tend to | |
| start at six o'clock on a Friday evening and they'll play as long as | |
| 24 hours. Sometimes they bring tents and sleeping bags, and one of the | |
| recent marathons was on _Hollywood_ _Hijinx_ and someone noticed the | |
| mistakes there. | |
| "Spelling mistakes are actually pretty rare, but almost every game | |
| we've ever produced, we've discovered after the release that there is | |
| at least one fatal bug in it. Some of them are enormously obscure, and | |
| the average player will never find one, but they creep in and of | |
| course we always correct them next time the disks are ordered. We've | |
| now gone through five, six, possibly seven releases of _Zork_ | |
| including two major renovations. In the most recent one, for example, | |
| I upgraded its parser to our current standards of quality, and that's | |
| for _The_ _Zork_ _Trilogy_ package." | |
| Compression | |
| I asked Dave if the ever-expanding memories of home micros meant | |
| there was less need to put effort into finding ways of compressing | |
| text, and instead they could concentrate on improving the parser. | |
| "Oh no, we're always looking at things. Actually, compressing the | |
| text and improving the parser work oppositely. Improving the parser | |
| invariably means you make the game bigger so you have to compress the | |
| text further. Even the bigger games we end up trying to compress, like | |
| _Trinity,_ _Bureaucracy_ and _A_ _Mind_ _Forever_ _Voyaging._ Now we | |
| have this larger system that will go up to 256K, and of those three | |
| titles, two used all 256K, and with the third one only time prevented | |
| it from doing it since it was growing like a yeast. | |
| "We have a program that goes through looking for frequent words and | |
| compresses the most frequent into a single character. Another program | |
| goes through looking for frequent phrases, like "Only an idiot would | |
| try to...", and the program ranks them according to how much space | |
| combining every instance of each phrase would save. I think we spend | |
| far too much time trying to make characters work better." | |
| But is there such a thing as the ultimate parser? | |
| "Well, we, talking now, are the ultimate parser, but in computer | |
| terms I think to parse as well as humans, a computer would have to be | |
| truly artificially intelligent. However, to parse much better than | |
| existing parsers parse, I don't think a computer would have to be that | |
| much more clever than it is now. We're working on better parsers. I | |
| know Magnetic Scrolls, who I went to see today in fact, are working on | |
| better parsers. There are lots of people looking at ways of making | |
| games more realistic in that way: better parsers, better characters, | |
| better thieves, better trolls and things like that. We have a good | |
| friendly rivalry going with Anita Sinclair and Magnetic Scrolls. We'll | |
| make helpful comments like: 'You call that a parser? It's nothing but | |
| a stinking heap of ...' But _The_ _Pawn_ is the most Infocom-like game | |
| I've seen, and they do very nice stuff." | |
| It's not just the quality of Infocom's adventures that sets them | |
| apart from any of their rivals, though, but also the packaging that | |
| comes with them. Who could resist the Scratch 'n Sniff card from | |
| _Leather_ _Goddesses,_ the genuine piece of pocket fluff in | |
| _Hitchhiker's,_ or the signed photo of Uncle Buddy in _Hollywood_ | |
| _Hijinx,_ the movie director responsible for such classics as | |
| _Vampire_ _Penguins?_ | |
| Nickname | |
| "The story behind Uncle Buddy is funny," says Dave. "The game was | |
| written by Dave Anderson, whose nickname really is Hollywood, and he | |
| went with the guy who designs our packaging to this stock photo shop, | |
| a place where they have thousands of photos that you can use without | |
| worrying about copyright, and they sifted through hundreds of these | |
| photos and they could not find anyone who looked appropriate for the | |
| character of Uncle Buddy. So when they got back to Infocom, Hollywood | |
| said: 'Now I don't want to insult the guy, but the guy who runs the | |
| photo store, _that_ is Uncle Buddy.' So we went back and approached | |
| him and he thought it was wonderful. We decked him out even more | |
| garishly than he would normally be decked out, took the photo ... and | |
| the answer to what must be your unspoken question, that is truly the | |
| man's real hair, it's not a toupee!" | |
| Transcripts | |
| Had elaborate packaging been one of Infocom's ideas from the start? | |
| "Well the first packaging of _Zork_ was just the disk and the | |
| manual, very prosaic, and the first one that had really exciting | |
| packaging was _Deadline,_ the first murder mystery we did. We had seen | |
| some things by Dennis Wheatley, I don't know what sort of books you'd | |
| call them, but they had clues, transcripts, all kinds of fun stuff in | |
| them, and I think it was Marc Blank seeing those things that motivated | |
| him to write _Deadline_ and so we got the idea that it would be fun to | |
| have interesting stuff in our packaging too. It was such a success, | |
| and partly for that reason as well as being a good game, that the next | |
| time we did a game we thought, well, we can put some other keen stuff | |
| in it, and so we've just made a habit of it. | |
| "Sometimes, also, it incorporates anti-piracy elements, things like | |
| the wheel in _Sorceror_ that is hard to reproduce. The little details | |
| add to our fun, too, we spend a lot of time sitting round saying 'What | |
| should we do?' We had enormous fun coming up with the gossip paper in | |
| _Hollywood_ _Hijinx,_ it's totally bizarre. Actually our own criticism | |
| of it was that it wasn't outrageous enough, it wasn't that much more | |
| bizarre than a real gossip paper." | |
| The only Infocom game so far that has been an adaption from another | |
| medium has been _The_ _Hitchhiker's_ _Guide_ _to_ _the_ _Galaxy._ I | |
| wondered if this was the start of a trend or whether Infocom games | |
| would always be original adventures. | |
| Milliseconds | |
| "The major requirement we have on outside corraboration is not just | |
| 'Can we buy a licence to do it,' but rather in the way we did | |
| _Hitchhiker's:_ is the author someone who's interested enough in the | |
| medium to want to work with us directly? We don't like to go off and | |
| buy some property just so we can slap that name on the package, we | |
| much prefer to have the outside person say, as Douglas did: 'This is a | |
| very interesting medium and I'd like to try to do something with it.' | |
| Then we usually mull it over, and in the case of _Hitchhiker's_ I | |
| think we mulled it over for about three milliseconds. | |
| "As for any books we might do in the future, I have to give our | |
| stock answer to that which is that we don't publicise products more | |
| than about six weeks before they're released. But having said that, | |
| the obvious next thing would be _The_ _Restaurant_ _at_ _the_ _End_ | |
| _of_ _the_ _Universe,_ and there's always the possibility that that | |
| might happen. I had dinner with Douglas last night, in fact, and we | |
| talked about lots of things, including his new novel, of which he | |
| alleges to have just actually finished correcting the galley proofs | |
| yesterday, and he was at last free of it. He looked a tad haggard." | |
| Paranoid | |
| As it's close to the release of _Bureaucracy,_ however, perhaps Dave | |
| can tell me what that's about instead. | |
| "What's in _Bureaucracy?_ What _isn't_ in it? It's got the Zalagasan | |
| National Airline, it's got Rambo-like paranoid schizophrenics, it's | |
| got your bank, it's got Ronald Reagan and Mr Gorbachev, it's got | |
| llamas, it's got the Boysanberry Computer, it's got the Zalagasa | |
| User's Group on the Boysanberry Computer ... it's a very very strange | |
| game and is hard to describe, much harder than _Hitchhiker's_ and | |
| imagine trying to describe that. With that game you could say: 'Well, | |
| it's sort of like the book, except different.' With _Bureaucracy_ you | |
| could say: 'Well, it's sort of like the book of _Bureaucracy_ except | |
| different and there isn't a book in the first place.' | |
| Shambles | |
| "it starts when you move to take a new job, and you send a | |
| change-of-address card to your bank, which promptly does what banks | |
| always do with that sort of thing, which is to throw it away, and as a | |
| result your entire life begins to collapse into a shambles of total | |
| uselessness and you basically have to acquire the means to extricate | |
| yourself from this situation of having no money, your mail going to | |
| the wrong address, your credit cards cancelled, your computer not | |
| working, all the kinds of terrific things that can happen. One of the | |
| people who tested it, who was fortunately in the minority, didn't like | |
| it very much and said 'I have enough of this happening at work, I | |
| don't want to go home and have it happening on a micro too!' But it's | |
| got everything, including the secret headquarters of the conspiracy | |
| that masterminds the whole thing ... I'm not sure grues actually made | |
| it, though in fact grues are instrumental in the conspiracies against | |
| all of us." | |
| As if eating adventurers wasn't bad enough! Dave Lebling, what have | |
| you done? | |
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