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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

#151

Earlier quoted context omitted.

And developer sense of humor about code quality remains the same... https://github.com/historicalsource/zork/blob/70d16c9c817bc1...

That word "issue" used in the context of a printed magazine... seems like you don't hear it used much anymore.

I think the reference was to the function names.

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

#152

Earlier quoted context omitted.

Slowly? the iPhone is many thousands of times more capable than any of the target systems these software were built for -- typical was a 1 megahertz 8-bit CPU with 32 kilobytes of RAM. Even the most inefficient ZIL interpreter will spend most of its time in a stall loop.

I think “play slowly” in this case means “take it out during odd moments of the day such as waiting in a line or riding a bus and poke at the puzzles instead of catching up on Twitter”. I am pretty sure that even a first-generation ZIL interpreter spent the bulk of its cycles flashing the cursor and waiting for the player to type something.

Thank you - that makes perfect sense. I obviously forgot that there's a human element to all this.

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

#154

I love interactive fiction (as these types of games are now denoted) then and now. In principle. There are possibilities with the text-only canvas that are not even conceivable in other media. But really, does anyone have time for these games anymore? Playing these Infocom games is a multi-month project, with a significant amount of note-taking, manual mapping, and patience (read: replay) required. To call the "parse…

Do you have statistics on how much time people spend playing Candy Crush or other modern games? I think a lot of people have spent 70 hours watching Game of Thrones. But if length is really a problem, making shorter versions wouldn't be hard.

My point is that playing IF games is a major commitment, unlike Candy Crush or watching any TV show, which are 0 commitment activities.

There is no casual playing of HHGTTG or Zork or Hadean Lands.

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

#156
post #18

This is the correct link, not the one on the HN post: https://github.com/historicalsource?tab=repositories As a zipfile because someone is bound to get that repo taken down. https://drive.google.com/file/d/1S1CgtZNEKS8VITqTAWAkeyO0LBf...

Regarding where these files came from: > The source code was contributed anonymously and represents a snapshot of the Infocom development system at time of shutdown - there is no remaining way to compare it against any official version as of this writing, and so it should be considered canonical, but not necessarily the exact source code arrangement for production. (From the "witness" readme, and presumably other rep…

Lack of provenance isn’t a barrier to filing a DMCA claim, unfortunately. Likewise, it isn’t really a basis for a counterclaim that I can see.

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

#157
post #110

Earlier quoted context omitted.

but dial-up modem bulletin boards were definitely a thing, in those days. Or Compuserv, if so inclined. I wrote a BBS in Applesoft basic (and assembly, to trap some of the control characters and escape commands) and hosted it on my Apple ][. comms at 110/300 baud (full duplex!) or even 1200 baud where text comes faster than you can read, if you had the extra $400 for an AppleCat modem! walkthroughs were very popular…

Fair enough. I was active in BBSs but didn’t remember walkthroughs. But then I knew a number of the authors and just asked them if I was really stuck :-)

Yep, they were out there. Some folks got really upset about walkthroughs and/or spoilers, as though it was cheating, saying "it was hard for me to figure out, it should be hard for others, too!" Many debates about the ethics of walkthroughs.

So yeah, walkthroughs were popular. Another favorite was Easter Eggs (hidden features). I remember one particular firestorm on my BBS -- an author claimed there was an Easter Egg in the Atari Battlezone stand-up 3D vector graphics arcade game. (For those who aren't familiar, you drive a tank and shoot at other tanks, looking through a periscope and driving with differential sticks). The promise was, if one drove far enough toward the volcano/mountain in the background and fired the gun or spun around a certain number of times, you could reach a city where an urban battle would commence.

Really exciting stuff, right? Of course we now know it was all nonsense, but boy did that ignite a conversation. At the time it was just crazy enough to be plausible and we were just gullible enough to believe it, leading to many wasted quarters (some of them my own) trying to reach that fabled tank battle city.

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

#159
post #88

Earlier quoted context omitted.

This is really the problem with the entire early genre of adventure games. The later Sierra titles were terrible about this. You pretty much needed the hint book to beat many of them. Even after they dropped text for point-n-click, the puzzles were still hard and not really intuitive. The later LucasArts games were better at this (I bit The Dig without any hints; think I needed one or two for Full Throttle). The mode…

I think the best of the Sierra games was the original Kings Quest, as all the puzzles were based on various fairy tales. Also, some display glitches helped such as items that you could move would be drawn on the screen last. The worst section of a Sierra game was in Leisure Suit Larry, where the official way of getting money is to save the game state every time you win at the casino. If you lose a round, then restore…

Jade Empire had a gambling minigame you could save-scum like that. Except if you won 20 times in a row, the NPC that ran the game would explode on you: https://www.youtube.com/watch?v=26DsrylKKl8

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

#160
post #138

Earlier quoted context omitted.

This is really the problem with the entire early genre of adventure games. The later Sierra titles were terrible about this. You pretty much needed the hint book to beat many of them. Even after they dropped text for point-n-click, the puzzles were still hard and not really intuitive. The later LucasArts games were better at this (I bit The Dig without any hints; think I needed one or two for Full Throttle). The mode…

I was able to solve almost everything in Zork except the bell, book, & candle puzzle. I only discovered the answer a couple of years later when they revealed the solution in the Zork books: https://en.wikipedia.org/wiki/Zork_books I finished the game after that.

True. Infocom games were largely fair, but difficult as they grew out of MIT geek culture where the level of puzzle solving was high. It's the lesser efforts from companies like Sierra that used "moon logic" puzzles that literally nobody could solve other than either by luck or by buying expensive hint books.
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