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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."

12 of 112 comments (clear)

  1. Just don't! by kickmyassman · · Score: 5, Funny

    Now all you have to do is not panic if these pages get slashdotted... just... DON'T... PANIC.

    1. Re:Just don't! by Kugrian · · Score: 5, Funny

      It won't get slashdotted, it'll get eaten by 69105 grues.

  2. Infocom was a damn good company by jd · · Score: 5, Interesting
    They botched up on the database, letting themselves be bought out was suicidal, and the "graphics" on Beyond Zork constituted intellectual genocide, but the quality of their imagination was staggeringly good. The descriptions bested anything Level 9 could do and the puzzles were supremely elegant. Scott Adams' adventures - the third major series of the time - paled into insignificance. And if Infocom was the Manchester United of computer games at the time, competitors like Acorn and Melbourne House were the Subbutio.

    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)
    1. Re:Infocom was a damn good company by Mr.Radar · · Score: 5, Informative

      That's actually already happened, in a way. After Infocom went out of business the fan community reverse-engineered their VM (the Z-Machine) and Graham Nelson designed a new language and compiler for it (Inform). That, along with other interactive fiction languages/toolkits that compile to their own VMs (TADS, Hugo, AGT, ALAN, and many more) and a small but dedicated community has ensured that interactive fiction hasn't died out.

      Every year dozens of new games come out, usually for the two major annual competitions (the IF Comp and the Spring Thing). Most of them are shorter than "commercial-era" games, mainly because they're written by hobbyists who don't have the time and resources to commit to building large games. They run the gamut from puzzle-focused games in the style of Infocom to story-focused games that eschew large numbers of elaborate puzzles to focus on story, and there are also more experimental and artistic games that try to push the medium in new directions. The IF Archive has an extensive collection of these games, and there are several review sites that attempt to catalog and organize the archive. The IF community has long had rec.arts.int-fiction and rec.games.int-fiction at their center, though with the rise of blogs and web forums it has started to fragment some.

      --
      What if this signature were clever?
  3. Nostalgia by quokkapox · · Score: 5, Funny

    I was in fourth grade when I first played with the Zork triology of text-adventure games on the C-64. An innocent kid and budding geek, I tried feeding novel combinations of nouns and verbs to the primitive parser.

    I tried "EAT LAMP"... got back "You can't eat the lamp."
    "EAT BREAD"... "That was delicious."... Etc.

    I tried "EAT ME". I couldn't comprehend why my dad, who had just bought the game for me and was supervising over my shoulder, started laughing so hard.

    Several years later I finally understood why he laughed even harder when the computer responded:

    "Auto-cannibalism is not the answer."

    You can mod this offtopic, but those 1983 game designers had a real sense of humor and subtly implemented it in 64KB.

    ... Oh, you don't like it when I recycle old jokes!? You must be new here...

    --
    it's a blue bright blue Saturday hey hey
  4. And now writing the games is a game... by Mr2001 · · Score: 5, Informative

    After Infocom went out of business the fan community reverse-engineered their VM (the Z-Machine) and Graham Nelson designed a new language and compiler for it (Inform). This is fascinating not just for Infocom fans, but also for programmers. For example:

    The Deathbot Assembly Line is a room. "Here is the heart of the whole operation, where your opponents are assembled fresh from scrap metal and bits of old car." The dangerous robot is a thing in the Assembly Line. "One dangerous robot looks ready to take you on!" A robotic head, a drill arm, a needle arm, a crushing leg and a kicking leg are parts of the dangerous robot.

    That's source code. Inform 7 has been out for a couple years, and I've been working intimately with it for most of that time, but I'm still impressed.
    --
    Visual IRC: Fast. Powerful. Free.
  5. Re:Educational value: by WWWWolf · · Score: 5, Interesting

    I'll use this in class to point out the importance of good backup strategies.

    Yep, it's amazing that the stuff still survives... as compared to source material that has now been lost forever.

    I wish Origin had had a Massive Unix Server for source control and whatnot. But they didn't have one.

    And security: this data should not have left the company.

    Agreed on a general principle - but if the company's IP has long since ceased to be profitable and its material is mostly just of great historical interest, the situation is quite different. It's a typical human reaction - It's easy to say "you can't have this", only thinking at the usual every-day rules, not thinking of the historical significance, condemning a lot of researchers, years hence, to look for scraps of information and hunt for hazy recollections... Yeah, it'd easy to be in Activision's pants and say "Yes, there is a chance this property is profitable and we'll get to making the Hitchhiker sequel eventually" without batting an eye, but let's face it, IF is dead as a commercial art form =)

  6. He shouldn't have done that by Huntr · · Score: 5, Insightful

    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.

  7. Re:Educational value: by arb+phd+slp · · Score: 5, Funny

    It wasn't really a backup drive. They actually put the file in the Thing That Your Aunt Gave You That You Don't Know What It Is and lost it, but it just turned up again.

    --
    There's a perfect xkcd for my sig but I'm too lazy to look it up. sudo someone go find it.
  8. Re:Educational value: by TheRaven64 · · Score: 5, Insightful

    I disagree. Security can always be broken. Good corporate security means keeping data safe until its release can no longer cause financial loss to the company. Since this data has remained private until two decades after the company died, I think it is a good example of adequate data security.

    --
    I am TheRaven on Soylent News
  9. Re:The submitter says it all... by MrHanky · · Score: 5, Funny

    Dude. The data was in a dark place. It was likely to be eaten by a grue.

  10. The Original Hitchhiker's Game Online by boot_img · · Score: 5, Informative

    ... can be found here. I never did get through that sulky door. Now I can relive the aggravation all over again.