Earlier quoted context omitted.
and ran in Those games felt miraculous back in the day. I still recall the amazement I felt playing the detective game Deadline ( https://en.wikipedia.org/wiki/Deadline_(video_game) ) and the way the simulation moved on in real time -- people wandering through a house, or suspects fidgeting nervously or offering additional info while I questioned them -- even if I didn't enter a command and merely waited. Appreciatin…
>40,000 bytes for all code and data. Wow. That sounds impressive, but it really isn't that much, because it's text-only. If you want to see something truly impressive, look at Super Mario Bros. on the NES: the entire game is about 64k! Most of the NES games were on that order of size, and they were graphical real-time games. Also, I'm pretty sure that you'll find with these text-adventure games that they compress qui…
You might be surprised. Infocom games don't store text as ASCII; they use a more compact format [1] which packs three characters into every two bytes, and allows for "abbreviations" of commonly used text fragments. Obviously it's nothing like a modern compressor, but still surprisingly effective.
I tested GZIP and XZ against a sample of 19 vintage Infocom games. GZIP only managed to compress them by 30%; XZ did a little better at 40%, but still nowhere near what you'd expect for text (70-80%).
[1]: https://www.inform-fiction.org/zmachine/standards/z1point0/s...