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Source code for Zork, Hitchhiker’s Guide, and other Infocom games

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Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#41

> In general, Infocom games were created by taking previous Infocom source code, copying the directory, and making changes until the game worked the way the current Implementor needed. Structure, therefore, tended to follow from game to game and may or may not accurately reflect the actual function of the code. Some things never change... EDIT: this is how I do most of my personal projects!

And developer sense of humor about code quality remains the same...

https://github.com/historicalsource/zork/blob/70d16c9c817bc1...

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#42
I don't see it here, but Bureaucracy[1] was also really great. The whole premise of the game was that you are trying to change your address with your bank after a move. It's never that easy...

[1] https://en.wikipedia.org/wiki/Bureaucracy_(video_game)

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#43
post #37

Hitchhikers Guide was one of the first PC games I ever got. I had no idea it was a “text adventure.” Nor did I understand it was based on a book. My dad got it for me used from The Computer Club in downtown Lake Oswego, Oregon. I picked it out largely due to the green guy on the front of the box. I remember being delighted by all the weird stuff it came with, including a small packet of fuzz, and other artifacts from…

It is an extremely difficult game. In theory, I know the answer to all the puzzles, however, there are so many ways to lose without realizing it that I've never managed to string together a single play session in which I do it correctly. Though I've also long since stopped trying. :)

For instance, there are subareas where you must collect various tools. Many of these are themselves rather fragile affairs, easy to ruin. At the end of the game, to open a door, you will be asked for a certain random tool. However, this is not a matter of collecting 8 out of 10 tools and having an 80% chance at the end; if you are missing even a single one, the game will draw its random selection from the tools you do not have. IIRC this is also after a point-of-no-return.

The Babel fish puzzle is another example of the evilness of the game. While this one is possible to complete without a guide, it isn't possible to complete it on your first attempt. There is a machine that will vend the Babelfish. It will fail in various ways, such as vending the fish into areas you can't get to if you don't block that direction. You have a limited number of tries before the Vogons come to get you and it's a game over if you don't have the fish at that point. However, the amount of time you have is not sufficient to go through the loop of trying the machine, fixing the problem it reveals, trying the machine again, fixing the next problem, etc. There are simply too many problems and not enough time. You have to simply memorize/write down the solutions once, then next time directly implement them in what would appear to be a psychic manner next game. (There's also an early "silent failure" state here; if you did not pick up the junk mail from your house, you lose here.)

If you wrote down an objective standard to measure an adventure or text game by, such as "should not have unlabeled no-win situations", or "should be solvable on the first play (even if hard)", or other such things, the Hitchhiker's Guide to the Galaxy text game would flagrantly fail most of them. Whether it's a bad game, I leave that to the reader, but it certainly breaks a lot of rules.

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#44
post #31
post #22

Found some funny scripts used for the unreleased game "The restaurant": https://github.com/historicalsource/restaurant/blob/master/t...

Note that this is probably based on the the sequel[1] to H2G2 given that H2G2 was completed as game. [1] https://en.wikipedia.org/wiki/The_Restaurant_at_the_End_of_t...

You can find a somewhat playable early "prototype" linked from here: https://waxy.org/2008/04/milliways_infocoms_unreleased_seque...

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#45
I saw this extra feature on the downloadable special edition of the Hitchhiker's Guide TV series a little while back, which talks about the engine behind the infocom game and the language that it's programmed in.

BBC Micro Live - Douglas Adams BBC Micro Live presenter, Conner 'Freff' Cochran, talks to Douglas Adams about The Hitchhiker's Guider to the Galaxy computing game and future software plans. https://www.facebook.com/BBCArchive/videos/594990580873976/?...

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#46
post #43
post #37

Hitchhikers Guide was one of the first PC games I ever got. I had no idea it was a “text adventure.” Nor did I understand it was based on a book. My dad got it for me used from The Computer Club in downtown Lake Oswego, Oregon. I picked it out largely due to the green guy on the front of the box. I remember being delighted by all the weird stuff it came with, including a small packet of fuzz, and other artifacts from…

It is an extremely difficult game. In theory, I know the answer to all the puzzles, however, there are so many ways to lose without realizing it that I've never managed to string together a single play session in which I do it correctly. Though I've also long since stopped trying. :) For instance, there are subareas where you must collect various tools. Many of these are themselves rather fragile affairs, easy to rui…

Frankly, this sounds like terribly punishing game design. Why did so many players put up with it? Was there really nothing better?

Re: Source code for Zork, Hitchhiker’s Guide, and other Infocom games

#50
post #43

Earlier quoted context omitted.

It is an extremely difficult game. In theory, I know the answer to all the puzzles, however, there are so many ways to lose without realizing it that I've never managed to string together a single play session in which I do it correctly. Though I've also long since stopped trying. :) For instance, there are subareas where you must collect various tools. Many of these are themselves rather fragile affairs, easy to rui…

Frankly, this sounds like terribly punishing game design. Why did so many players put up with it? Was there really nothing better?

Figuring this stuff out is part of the challenge. These days you're supposed to experience the story and hard challenges shouldn't be getting in the way of that. Standards were different then.
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