Lost Infocom Games Discovered
I Don't Believe in Imaginary Property writes "Archivists at Waxy.org have gotten a copy of the backup of Infocom's shared network drive from 1989 and are piecing together information about games that were never released. In particular, there is the sequel to The Hitchhiker's Guide to the Galaxy called Milliways: The Restaurant at the End of the Universe, and there are two playable prototypes of it. And yes, they have playable downloads available."
what I liked about reading this, was the "archeology" of piecing together the behind the scenes - and comments from some of the actual persons involved - reads like a USENET thread - be sure to put on your flame retardant eyewear ;)
Submitter's name: "I Don't Believe in Imaginary Property"
Summary of summary: Some people got ahold of someone's hard drive and published the contents online.
Yeah.
Now all you have to do is not panic if these pages get slashdotted... just... DON'T... PANIC.
I think this is pretty cool, whether the games are good or not it is always interesting to see the ones that didn't make it to market for one reason or another.
That is more or less what happened. In 1984, InfoCom tried to "serious up" with the Cornerstone database. Unfortunately, it was not well received and kind of dragged the company down:
http://en.wikipedia.org/wiki/Infocom#Cornerstone
Also by 1986, gamers were fascinated with cool graphics and sounds that pushed the envelope of their C64s, as well as this interesting new console called the "Nintendo Entertainment System" with its distinctly unique brand of games. There wasn't a whole lot of room in the market for text adventures anymore. With their resources spread out and depleted, "loosing their will" was probably an apt description.
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I'll use this in class to point out the importance of good backup strategies. And security: this data should not have left the company.
All those moments will be lost in time, like tears in rain. Time to die.
With this discovery and restoration of such ancient treasures, it would be nice to think that the interest would spur some sort of reunion and one last game "for memory's sake". Actually, although I rank them second, I'd love to see that with Level 9 as well. It won't happen, although I guess Infocom fans ("Infocommies" according to the New Zork Times) could have a crack at writing an Infocom-like game for their interpreter.
It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
I was in fourth grade when I first played with the Zork triology of text-adventure games on the C-64. An innocent kid and budding geek, I tried feeding novel combinations of nouns and verbs to the primitive parser.
I tried "EAT LAMP"... got back "You can't eat the lamp."
"EAT BREAD"... "That was delicious."... Etc.
I tried "EAT ME". I couldn't comprehend why my dad, who had just bought the game for me and was supervising over my shoulder, started laughing so hard.
Several years later I finally understood why he laughed even harder when the computer responded:
"Auto-cannibalism is not the answer."
You can mod this offtopic, but those 1983 game designers had a real sense of humor and subtly implemented it in 64KB.
it's a blue bright blue Saturday hey hey
That's source code. Inform 7 has been out for a couple years, and I've been working intimately with it for most of that time, but I'm still impressed.
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He cloned himself in a tragic accident involving an improbability generator, an elastic band and a Rezrov scroll.
It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
Actually, that would appear to be an apt way to describe them. The article talks about there being a crater next to The Heart Of Gold and how the information concerning it (it involves sperm whales so isn't suitable for a family website) was visible in the code but was not reachable within the game. There was also a whole lot of planned material that got scripted out (again, discussed in the article) that never got coded at all but could more-or-less be dropped into place as-is. If the source was available and if the parties concerned agreed to play nicely and allow a community effort to finish the game, I think the master vision could be done.
It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
Do I want people seeing code I wrote that long ago? Well, not too long ago I found the complete source code for fMSX Amiga, which occupied my time for about 6 years, starting around 1994 - so that's 14 years ago now.
Browsing through that code, I find it to be far more readable, and far more elegant than anything I have done since (quite surprising really, since this is a mixture of C, C++, and 68K assembly). It helps that it is a relatively small project (only 44K lines in the final version), and that I was doing it for myself, so I could spend the time to make it right. Everything since then was for work (and thus under a deadline), and involved much larger bodies of code.
So would I mind people seeing it today? Hell no, I'm proud of my work.
There is of course the separate question of seeing private emails from that time published. That is something I wouldn't appreciate, and unfortunately something that seems to have happened here.
>look
West of House
You are standing in an open field west of a white house, with a boarded front door.
There is a small mailbox here.
>kill mailbox with hands
I've known strange people, but fighting a small mailbox?
>
IMO, he shouldn't have published the emails, particularly without attempting to contact the authors. That's rude and, as can be seen from the comments on his blog, dredges up hard feelings that would best remain private.
In fact, he probably shouldn't have published the code and game files, either. Those data are not his. He has no right to do with it as he sees fit. Someone "gave" that drive to him, but that may not have been theirs to give. Truthfully, I have less of a problem with that, as no one likely really cares about the games themselves. But, its still an issue.
At any rate, I think he's hiding behind "journalism" to simply publish some juicy talk associated with a formerly popular defunct games publisher.
When I click to download the game, it asks me for money. I paid for it in the 1980s; I'm not going to pay again, especially since the money won't go to the creators!
Wow. What a blast from the past! Sometimes, good things can result from wrongs (which arguably Baio's publishing of the emails was). The historical value of this stuff is undisputed. However the truly brilliant bits are the responses to the blog itself, especially from those actually involved.
There has never been a Slashdot submission where reading TFA was a greater pleasure.
But my point is that- at least here- there was still a notable market (and public attention) for text adventures at the time, arguably revitalised by Magnetic Scrolls' success and innovations deriving from their games' origins on the newer 16/32-bit machines. Perhaps Infocom were on the back foot in the face of this newcomer, or perhaps the US market lost its appetite for adventures faster than the UK did.
I'd say that the genre finally lost steam here around the turn of the decade. Coincidentally(?) that's around the same time that Infocom's then-owners Activision finally pulled the plug on the company (the name and IP were reused during the 1990s, but the "true" Infocom effectively died then).
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... can be found here. I never did get through that sulky door. Now I can relive the aggravation all over again.
I wish I could say it was, but I don't think so. I agree about Trinity; and the remarkable thing about Brian Moriarty was that he could do that, at (if you like) the top end of the genre, while also writing "Wishbringer" which was theoretically for youngsters but managed to be really captivating for adults, too. The opening scene of Trinity, in Kensington Gardens, is still for me one of the most perfectly realised of all IF episodes. (Then he went on to do Loom, genuinely a kids' game, and even that was atmospheric and memorable. A remarkable man, Moriarty.)