From X Tue Apr 13 21:23:41 CDT 1993
Article: 38489 of alt.folklore.computers
Newsgroups: alt.folklore.computers
Path: uchinews!msuinfo!agate!howland.reston.ans.net!usc!cs.utexas.edu!newsfeed.rice.edu!rice!adam
From: adam@owlnet.rice.edu (Adam Justin Thornton)
Subject: Re: Famous folks turned hackers....
Message-ID: <C5G583.L7x@rice.edu>
Keywords: "This is an electrified fairytale."
Sender: news@rice.edu (News)
Organization: Milo's Meadow
References: <C5DAHE.Mqr@demon.co.uk> <1993Apr13.142254.3173@linkoping.trab.se> <C5Fv9E.5Jn@usenet.ucs.indiana.edu>
Date: Tue, 13 Apr 1993 23:57:39 GMT
Lines: 31
Status: R

In article <C5Fv9E.5Jn@usenet.ucs.indiana.edu> mliggett@silver.ucs.indiana.edu (matthew liggett) writes:

[Douglas Adams' involvement in HHGTTG and Bureaucracy questioned]
>he was actually involved in writing it.
>bureaucracy too.

I think it was more like, Adams did the storyline, and Meretzky did the 
programming.

>which leads me to a new question:
>does anyone know any details of ZIL?  this is supposedly
>Zork Interactive Language and was the programming language which infocom 
>developed to write their games in.
>thanks.

Try ftp.gmd.de, in /if-archive/infocom.  There you have a whole bunch of
articles (in articles.zip) which include the classic "How to Fit a Large
Program Into a Small Machine", along with some z-code, and in somewhere
near there, you have an actual disassembler.  You too can see the ZIP
file (though not the ZIL code...it's weird looking stuff).

Try rec.arts.int-fiction for a lot of both nostalgia about infocom and
discussion about the theory and practice of IF.  Rec.games.i-f for
discussion about the specific games.

Adam
-- 
"And in the heartbreak years that lie ahead, |++| adam@rice.edu |++| Cthulhu
 Be true to yourself and the Grateful Dead." --Joan Baez  | 64,928 | fthagn!
"Very often, a common stone, thrown away and despised, is worth more than
 a cow." -- Paracelsus | If these were Rice's opinions I'd shoot myself.


From uchinews!ncar!gatech!paladin.american.edu!news.univie.ac.at!hp4at!mcsun!sunic!news.lth.se!pollux.lu.se!magnus Thu Feb 18 18:13:23 CST 1993
Article: 34521 of alt.folklore.computers
Xref: uchinews rec.arts.int-fiction:1873 alt.folklore.computers:34521
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From: magnus@thep.lu.se (Magnus Olsson)
Subject: Re: How do you write Romantic I-F ?
Message-ID: <1993Feb17.144719.9524@pollux.lu.se>
Sender: news@pollux.lu.se (Owner of news files)
Nntp-Posting-Host: dirac.thep.lu.se
Organization: Theoretical Physics, Lund University, Sweden
References: <1993Feb15.080423.942@skynet.uucp> <neilg.729899333@sfu.ca> <1993Feb17.010850.24817@Princeton.EDU>
Date: Wed, 17 Feb 1993 14:47:19 GMT
Lines: 34
Status: R

In article <1993Feb17.010850.24817@Princeton.EDU> jacobw@ernie.Princeton.EDU (Jacob Solomon Weinstein) writes:
>neilg@fraser.sfu.ca (Neil K. Guy) writes:
>I wrote a brief text-adventure version of "Waiting for Godot" a while
>ago, but never bother to upload it. Essentially, you wander around a
>vast, empty plain, and nothing ever happens. Would anybody be interested
>in seeing it?

Sure. Please upload it. (No sarcasm intended).

This reminds me of an adventure - let's call it a *minimalist*
adventure - that a friend wrote for my PB-100 pocket calculator while
we were in high school; the following may not be the actual code, but
at least it's _very_ similar. Notice how the author skillfully pokes
fun at a common cliche of IF. :-)

10 PRINT "You are in a maze of passages all alike."
20 PRINT "Now what? "; : INPUT $
30 IF $="N" THEN 10
40 IF $="S" THEN 10
50 IF $="E" THEN 10
60 IF $="W" THEN 10
70 IF $<>"QUIT" ; PRINT "Eh?" : GOTO 20
80 END

(The code would of course have been even shorter if the PB-100 had
allowed composite conditionals (IF $="N" OR $="S"...)). 
 
Has anybody ever written a smaller adventure? :-)

              Magnus Olsson                | \e+      /_
    Department of Theoretical Physics      |  \  Z   / q
        University of Lund, Sweden         |   >----<           
 magnus@thep.lu.se,  thepmo@selund.bitnet  |  /      \===== g
PGP key available via finger or on request | /e-      \q


From uchinews!linac!uwm.edu!wupost!gumby!destroyer!sol.ctr.columbia.edu!news.columbia.edu!watsun.cc.columbia.edu!lasner Sun Oct  4 15:24:45 CDT 1992
Article: 28855 of alt.folklore.computers
Newsgroups: alt.folklore.computers
Path: uchinews!linac!uwm.edu!wupost!gumby!destroyer!sol.ctr.columbia.edu!news.columbia.edu!watsun.cc.columbia.edu!lasner
From: lasner@watsun.cc.columbia.edu (Charles Lasner)
Subject: Re: MDL
Message-ID: <1992Sep30.074947.148@news.columbia.edu>
Sender: usenet@news.columbia.edu (The Network News)
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Reply-To: lasner@watsun.cc.columbia.edu (Charles Lasner)
Organization: Columbia University
References: <8em6K2C00YV9A1kfYt@andrew.cmu.edu>
Date: Wed, 30 Sep 1992 07:49:47 GMT
Lines: 129
Status: R

In article <8em6K2C00YV9A1kfYt@andrew.cmu.edu> Samuel Roy Helwig <sh4j+@andrew.cmu.edu> writes:
>
>    Does anyone in this group remember MDL (muddle)?  I was told that
>the original Adventure was written in it.  It seems that it was an
>interactive fiction game language.  Is this true?  Also, I was told that
>the Infocom text-based games were written in a language based on a
>subset of MDL.  Finally, if anyone has the original Adventure source (in
>MDL) or anything else in MDL, I'd like to look at it.
>
>                        thanx,
>                        Sam

Adventure was written in PDP-10 Fortran.  Later it was bastardized down to
run on the PDP-11 Fortran.  Later still, the -11 version was made to run
in 32K on the PDP-8.  (I believe that certain features of the original
source would have been better to migrate than the -11 version when bringing
it to the -8 because both the -10 and -8 version support 36 bit variables.)
The -8 version is now available for the DECmate II, III, III+.

The -11 (and indirectly the -8) version port was done by Bob Subnik, originally
of DEC.

Various MIT students wrote MDL and the game ZORK in it.  It was their "answer"
to Adventure, and is somewhat more complex and difficult, and has some
sections that are clearly "borrowed" from Adventure.  For example, Adventure
has a section where the room names are unique, but so similar, you can easily
get lost.  You are in a twisty little maze of passages, all different is
*not* quite the same as you are in a little twisty maze of passages, all 
different, etc.  Zork has a similar region requiring the same fortitude to
get through.  However, it also has another area where they have a similar
name, but are literally identical to trick you.  Also, there is another
section described nonuniquely as a nondescript portion of a coal mine.  Still
another region is laid out mostly as a mirror image of another section.  Some
rooms have random exits, and the exit conditions change as a function of the
state of the game.

Eventually, Infocon hired some of the MIT students and also Bob Subnik.  There
is some confusion regarding the exact chronology of who had/took various
files from MIT but in any case, there was at one point a Fortran-based ZORK
that was known to be a hacked-up Adventure game with data taken from the
MDL version, but the commands were simplified because Adventure's command
parser is feeble by comparison to ZORK, even from the beginning.  The game
scoring of ZORK is such that there are some semi-critical paths in the sense
that you have to get through regions of the game in a reasonable number of
moves, or you lose sources of light.  Some of the counting of said moves
involve using some of the more compound usages of the commands such as 
TAKE ALL VALUABLES.  The stupid Adventure parser needs for you to do commands
like that in several moves.  Thus, when you can't type THROW AXE AT DWARF
and instead have to type THROW AXE, and be asked at what? and answer AT DWARF
you take more turns.  As such, that version had to relax certain mechanisms
of the game to make it playable in this distorted form.  Eventually, a version
that was much smarter appeared in DECUS replacing the hacked-up one that had
a better parser.  This version has even been ported to MS-DOS.  As far as
I understand, it is fairly faithful to a popular "vintage" of the -10-based
MDL version, but not the latest version available there.  Apparently more
features were added, and you have to do more work to be reincarnated, although
this allows a "ghost" mode, and there are more points to earn to win a
maximum score.  Does anyone know if the MS-DOS version supports a "Real"
version of the endgame?

There has also been published a piece of artwork that is a map to the
original version.  It is "creative" enough to avoid certain minor details,
such as one I noticed in the -20 version vs that hacked-up version that I
played on VMS version 1.0: There is a direction out of one of the
twisty maze rooms to connect to another room.  The specific direction is 
something like SE, while in the hacked-up version which MIT never authorized,
it is SW.  The map can be used regardless due to clever drawing.  I believe
it was done by Steve Roy of DEC, and was published by the DEC Professional
people (possibly called RSTS Professional back then?).

Infocon changed the game in ways that are offensive to any seasoned player:

They continued to enhance the parser in likely not-very-important ways, which
isn't problematic, but they *broke* the game up into 3 parts merely to
satisfy the requirement that each part could fit into a 64K CP/M system
without swapping.  This "proscribes" parts of the game, and enforces where
you start at part 2 and part 3, etc.  Moreover, they changed the game
somewhat, adding and deleting features that where specific to the original
and replacing them with features that in some people's opinions aren't
consistent with the prose-style of the original Adventure and ZORK.  (Both
are similar in style, not particulars.)

I understand that they continued development on a PDP-10 for these games,
and that the development language became known as ZIL, later DDL.

Eventually, they brought out MS-DOS versions of these games, but they ran
from paranoidly copy-protected disks with disk copy counts (you can't copy
a copy, and an original can only be copied twice), not from a true
MS-DOS system disk.  Again, the 64K restriction was applied, so the
PC versions are "compatible" with the CP/M ones.

Various people have broken into these disks, and floating around internet
are MS-DOS files that run directly under MS-DOS of the three files in the
"Zork Trilogy" as they call it, including solve files for all three.  Looking
at the solve files, I see that there is only faint resemblance to the
faithful ZORK version which is also floating around the net, possibly in
source form.  It would derive from the version in DECUS for the VAX and -11,
which points out that Bob Subnik is the latest author, and that it's the last
non-commercial version that will be available.  As far as I know, the
MDL version with the extended features is the only complete version with
the extended scoring and full end-game capabilities.  (I think the DECUS
and previous MDL versions can be identified by the max score of 585 and
the newest features are the Bank of Zork with the Gnome of Zurich, and
the large tree with the songbird, while the last MDL-only version scores
something like 616 points and has the ghost mode and complicated 
reincarnation plus additional features.  An expert player who solved the
DECUS submission to the full 585 points wasn't able to get any higher with
the last ZORK version, although he had little time to attempt to find more
features.  In his opinion, all added was upward compatible, because he
found nothing different as he acquired his full score, yet not enough
to fully "win" the game.)

I assume that some of the people with KS20 systems at home can run this
more advanced MDL version; perhaps they can fill us in on the additional
features and scoring points, etc.

Floating around the net is also a C-based version of Adventure that the
authors were extremely careful to be faithful to the original.  They point
out a few bugs in the original, but in all other ways it's the same.  There
are even compatibility switches to handle certain quirks to be as compatible
as anyone would want, etc.

Had the Infocon version of Zork been as faithful, more people would be
complaining less about it.  As it stands, it is perceived as a sleazy way
to make money off of a college hack.  Since the files were taken, MIT
did obtain a copyright on the program to prevent further misuse.

cjl



From uchinews!spssig.spss.com!news.oc.com!eff!sol.ctr.columbia.edu!caen!uunet!mcsun!sunic!lth.se!pollux.lu.se!magnus Sun Oct  4 15:27:15 CDT 1992
Article: 28859 of alt.folklore.computers
Xref: uchinews alt.folklore.computers:28859 rec.games.int-fiction:338
Newsgroups: alt.folklore.computers,rec.games.int-fiction
Path: uchinews!spssig.spss.com!news.oc.com!eff!sol.ctr.columbia.edu!caen!uunet!mcsun!sunic!lth.se!pollux.lu.se!magnus
From: magnus@thep.lu.se (Magnus Olsson)
Subject: Zork/Dungeon (was Re: MDL)
Message-ID: <1992Sep30.104700.6275@pollux.lu.se>
Sender: news@pollux.lu.se (Owner of news files)
Nntp-Posting-Host: dirac.thep.lu.se
Organization: Theoretical Physics, Lund University, Sweden
References: <8em6K2C00YV9A1kfYt@andrew.cmu.edu> <1992Sep30.074947.148@news.columbia.edu>
Date: Wed, 30 Sep 1992 10:47:00 GMT
Lines: 143
Status: R

In article <1992Sep30.074947.148@news.columbia.edu> lasner@watsun.cc.columbia.edu (Charles Lasner) writes:

>Various MIT students wrote MDL and the game ZORK in it.  It was their "answer"
>to Adventure, and is somewhat more complex and difficult, and has some
>sections that are clearly "borrowed" from Adventure.

IMHO, these "borrowings" are more in the nature of a homage to Advent
than plagiarism - the Zork authors were far too creative in the
"original" portions of Zork for them to have to "steal" any ideas. 

Nowadays, lots of adventure authors (me included) just automatically
include mazes of "twisty little passages, all alike", trolls guarding
bridges, and so on (but preferably with new twists to the plot!) since
they've become part of the interactive fiction mindset, as it were.
Maybe some oldtimer could enlighten me as to whether Advent was such a
classic already when Zork was written for this to be applicable?


It should also be stressed that while Advent didn't have a real
parser, and could only understand two-word "sentences" ("TAKE FOOD",
"KILL DRAGON"), Zork/Dungeon made a really good attempt at
natural-language processing. In fact, many modern games have parsers
that are far inferior to the one in Zork.

>Eventually, Infocon hired some of the MIT students and also Bob Subnik.  

Didn't these people *found* Infocom?

>Eventually, a version
>that was much smarter appeared in DECUS replacing the hacked-up one that had
>a better parser.  This version has even been ported to MS-DOS.  As far as
>I understand, it is fairly faithful to a popular "vintage" of the -10-based
>MDL version, but not the latest version available there. 

This version is available from the comp.sources.games archives, I
think. A few years ago, somebody undertook the huge, thankless task of
translating the source (several hundred kB of spaghetti FORTRAN 66)
into C, and they did a very good job of it! This C version has been
ported to about every conceivable platform, including Macintosh. In
fact even in the Mac version, the leaflet in the letterbox still says
"No DECsystem should be without one" :-)

>Infocon changed the game in ways that are offensive to any seasoned player:
>
>They continued to enhance the parser in likely not-very-important ways, which
>isn't problematic

I found at least one important enhancement: Zork II (the Infocom version) allows you
to say "enter bucket" (any seasoned player knows why you would want to
do that!), but the Fortran version barfs on that - I was totally
baffled, having played the Infocom version first, and had to ask for
help - it turned out the earlier parser only recognized "embark" or
something like that, which is not evry logical.

>but they *broke* the game up into 3 parts merely to
>satisfy the requirement that each part could fit into a 64K CP/M system
>without swapping.  

I think the requirement was without *disk* swapping - even after the
breakup, the program uses overlays (don't know if it's of code or of
data). Probably, the full game wouldn't have fit on one floppy disk on
those early CP/M systems.

>This "proscribes" parts of the game, and enforces where
>you start at part 2 and part 3, etc.

That's not very nice, no. But on the other hand, the original Zork
cave is almost too big to be playable...

>Moreover, they changed the game
>somewhat, adding and deleting features that where specific to the original
>and replacing them with features that in some people's opinions aren't
>consistent with the prose-style of the original Adventure and ZORK.  (Both
>are similar in style, not particulars.)

But IMHO at least one of the additions was great: The puzzle with the
demon and the coloured glass spheres in Zork II is really beautiul -
IF at its very best! (I could go into details to motivate this, but I
see no reason to review Zork II so long after its release :-)).

>I understand that they continued development on a PDP-10 for these games,
>and that the development language became known as ZIL, later DDL.

For those of you reading this in alt.folklore.computers, ZIL was used
for all the later Infocom text adventures as well.

>Eventually, they brought out MS-DOS versions of these games, but they ran
>from paranoidly copy-protected disks with disk copy counts (you can't copy
>a copy, and an original can only be copied twice), not from a true
>MS-DOS system disk.

On the other hand, nowadays you can buy the "Lost Treasures of
Infocom" for ~$40, which contains Zork I/II/III and 17 other Infocom
games, with no copy protection whatsoever.

>Again, the 64K restriction was applied, so the
>PC versions are "compatible" with the CP/M ones.

Actually, all they ported was the Z-code (the code emitted by the ZIL
compiler) interpreter. The data files are identical for CP/M, MSDOS
and other platforms. 

>Various people have broken into these disks, and floating around internet
>are MS-DOS files that run directly under MS-DOS of the three files in the
>"Zork Trilogy" as they call it, including solve files for all three.  Looking
>at the solve files, I see that there is only faint resemblance to the
>faithful ZORK version which is also floating around the net, possibly in
>source form.  

I beg to disagree. Most of the puzzles are identical, as are the parts
of the cave that weren't butchered when the game was split into three.

>Floating around the net is also a C-based version of Adventure that the
>authors were extremely careful to be faithful to the original.  They point
>out a few bugs in the original, but in all other ways it's the same.  There
>are even compatibility switches to handle certain quirks to be as compatible
>as anyone would want, etc.

A, yes, that's the one I was referring to above.

>Had the Infocon version of Zork been as faithful, more people would be
>complaining less about it.  As it stands, it is perceived as a sleazy way
>to make money off of a college hack.  

I may be but an inexperienced newbie, but this is actually the first
time I've ever heard this criticism. It seems more or less "everybody
else" (I suppose everybody who didn't first play the MDL version) tend
to view the Infocom Zork trilogy as great classics of IF.

>Since the files were taken, MIT
>did obtain a copyright on the program to prevent further misuse.

A copyright on which version? I'm asking because the Fortran sources
floating around on the net are all "(c) Infocom". And isn't "misuse" a
rather strong term - I've always thought the original authors of Zork
were involved in starting up Infocom and doing what they did to the
game. 

Magnus Olsson                   | \e+      /_
Dept. of Theoretical Physics    |  \  Z   / q
University of Lund, Sweden      |   >----<           
Internet: magnus@thep.lu.se     |  /      \===== g
Bitnet: THEPMO@SELDC52          | /e-      \q


From uchinews!ncar!gatech!rpi!think.com!galley Sun Oct  4 15:42:08 CDT 1992
Article: 29004 of alt.folklore.computers
Xref: uchinews alt.folklore.computers:29004 rec.games.int-fiction:409
Path: uchinews!ncar!gatech!rpi!think.com!galley
From: galley@think.com (Stu Galley)
Newsgroups: alt.folklore.computers,rec.games.int-fiction
Subject: Re: Zork/Dungeon (LONG)
Date: 2 Oct 1992 21:45:40 GMT
Organization: Thinking Machines Corp., Cambridge, Mass., USA
Lines: 399
Message-ID: <1aifu4INNbl9@early-bird.think.com>
References: <1992Sep30.074947.148@news.columbia.edu> <1992Sep30.104700.6275@pollux.lu.se> <1992Sep30.125808.15973@husc3.harvard.edu>
NNTP-Posting-Host: django.think.com
Keywords: history Zork Infocom
Status: R

from THE NEW ZORK TIMES Vol. 4 Nr. 1 - WINTER 1985
Copyright (c) Infocom, Inc. --- transcribed without permission


The History of Zork -- First in a Series

by Tim Anderson

In the beginning, back in the 1960's, DEC (Digital Equipment
Corporation) created the PDP-10, a medium-sized computer.  The "10",
as it was called, became popular at many research installations, and a
great deal of software was written for it, some of which is still far
in advance of systems on more modern machines.  At MIT's Artificial
Intelligence Lab, an operating system called ITS (Incompatible
Time-sharing System) was written for the 10.  ITS was designed to make
software development easy.  The designers of the system assumed that
it would have a small, knowledgeable, friendly group of users, so they
did not include any security features.

Around 1970, the ARPAnet was invented.  ARPAnet made it possible for
researchers all over the country (indeed, all over the world) to
communicate with each other, and to use each other's machines.  In
those halcyon days, access was unrestricted; you could get on from any
machine connected to the net, or by knowing an appropriate phone
number.  Budding hackers from around the country soon discovered that
this made a wonderful playground.  They also discovered that there
were some computers at MIT with some neat stuff on them and no
security -- anyone who could connect to the machines could log in.

Also around 1970, a language called MUDDLE (later renamed MDL) was
developed as a successor to LISP.  It never succeeded in fully
replacing LISP, but it developed a loyal user community of its own,
primarily at MIT's Project MAC (now called the Laboratory for Computer
Science) and especially in the Dynamic Modelling Group (later the
Programming Technology Division).  The Dynamic Modelling Group (DM),
in addition to its other accomplishments, was responsible for some
famous games.  The first of these was a multi-player graphics game
called Maze, in which players wandered around a maze shooting each
other.  Each user's screen showed the view of the maze that his or her
computerized alter-ego saw, updated in real time.  Dave Lebling was
among those chiefly responsible (to blame?) for the existence of the
game.

The next game of note was Trivia (who says research labs aren't ahead
of their time?), an ongoing "can you top this" contest for the truly
crazed.  Trivia, unlike Maze, could be played by network users, and
achieved wide popularity on the ARPAnet.  Marc Blank wrote the second
version, and I maintained/hacked it; it was actually a legitimate test
of a database system the group used for a research project.

ln early 1977, Adventure swept the ARPAnet.  Willie Crowther was the
original author, but Don Woods greatly expanded the game and unleashed
it on an unsuspecting network.  When Adventure arrived at MIT, the
reaction was typical: after everybody spent a lot of time doing
nothing but solving the game (it's estimated that Adventure set the
entire computer industry back two weeks), the true lunatics began to
think about how they could do it better.  Adventure was written in
FORTRAN, after all, so it couldn't be very smart.  It accepted only
two-word commands, it was obviously hard to change, and the problems
were sometimes not everything one could desire.  (I was present when
Bruce Daniels, one of the DM'ers, figured out how to get the last
point in Adventure by examining the game with a machine-language
debugger.  There was no other way to do it.)

By late May, Adventure had been solved, and various DM'ers were
looking for ways to have fun.  Marc Blank was enjoying a respite from
medical school; I had just finished my master's degree; Bruce Daniels
was getting bored with his Ph.D. topic; and Dave Lebling was heartily
sick of Morse code.  Dave wrote (in MUDDLE) a command parser that was
almost as smart as Adventure's; Marc and I, who were both in the habit
of hacking all night, took advantage of this to write a prototype
four-room game.  It has long since vanished.  There was a band, a
bandbox, a peanut room (the band was outside the door, playing "Hail
to the Chief"), and a "chamber filled with deadlines."  Dave played and
tested the game, saw that it was pretty awful, and left, to spend two
weeks basking in the sun.

Marc, Bruce, and I sat down to write a real game.  We began by drawing
some maps, inventing some problems, and arguing a lot about how to
make things work.  Bruce still had some thoughts of graduating, thus
preferring design to implementation, so Marc and I spent the rest of
Dave's vacation in the terminal room implementing the first version of
Zork.  Zork, by the way, was never really named.  "Zork" was a nonsense
word floating around; it was usually a verb, as in "zork the fweep,"
and may have been derived from "zorch."  ("Zorch" is another nonsense
word implying total destruction.)  We tended to name our programs with
the word "zork" until they were ready to be installed on the system.

By the time Dave got back, there was a (more-or-less) working game.  It
probably wasn't as big as Adventure, and was certainly less than half
the size of the final version, but it had the thief, the cyclops, the
troll, the reservoir and dam, the house, part of the forest, the
glacier, the maze, and a bunch of other stuff.  The problems were not
as interesting as those that came later: it took time for people to
learn how to write good problems, and the early parsers wouldn't
support complicated solutions anyway.  What we had done right was all
in the "substratum."  There was a well-defined (and easily-changed)
theory governing interactions among objects, verbs, and rooms.  It was
easy to drop in new parsers, which happened frequently, since everyone
and his uncle tried his hand at writing a parser (Marc finally became
obsessed with it, and wrote the last 40 or 50 of them himself).  And it
was easy to add new rooms, objects, and creatures (I won't discuss the
difficulty of adding new concepts yet).

Zork, like Adventure, survived only because it was played by people
outside the small community that developed it.  In the case of
Adventure, this was possible because it was written in FORTRAN and
could run on practically any machine.  Zork was written in MUDDLE,
which ran on only some PDP-10s.  Its user community was the group of
"net randoms" that infested the MIT systems; remember that we had no
security at all at this time.  DM had developed an active community
largely because of Trivia.  Since Trivia was pretty dead by the time
Zork came along, there weren't many other things for the randoms to
do, so they hung around waiting for the next game.  Early players of
Zork ranged from John McCarthy, the inventor of LISP (we actually have
a copy of the connectivity matrix that McCarthy used instead of a
map), to twelve-year-olds from Northern Virginia.  No one ever
officially announced Zork: people would log in to DM, see that someone
was running a program named Zork, and get interested.  They would then
"snoop" on the console of the person running Zork, and see that it was
an Adventure-like game.  From there, it only took a little more effort
to find out how to start it up.  For a long time, the magic incantation
was ":MARC;ZORK"; people who had never heard of ITS, DM, or PDP-10s
somehow heard that if they got to something called "host 70" on the
ARPAnet, logged in, and typed the magic word, they could play a game.

Although Zork in June 1977 was infinitely more primitive than, say,
Zork I, it still had pretty much the same flavor.  The Flathead family
was represented, in the person of Lord Dimwit Flathead the Excessive,
ruler of the Great Underground Empire; and the official currency was
the zorkmid.  Bruce was responsible for the purplish prose where these
were first mentioned.

Many of the details of the GUE were whimsical (if not silly), but we
weren't completely immune to reality.  In those days, if one wandered
around in the dark area of the dungeon, one fell into a bottomless
pit.  Many users pointed out that a bottomless pit in an attic should
be noticeable from the ground floor of the house.  Dave came up with
the notion of grues, and he wrote their description.  From the
beginning (or almost the beginning, anyway), the living room had a
copy of "US News & Dungeon Report," describing recent changes in the
game.  All changes were credited to some group of implementers, but
not necessarily to those actually responsible: one of the issues
describe Bruce working for weeks to fill in all the bottomless pits
in the dungeon, thus forcing packs of grues to roam around.

The first major addition to the game, done in June 1977, was the river
section, designed and implemented by Marc.  It survives largely
unchanged in Zork I, but illustrates very well the problems of
building reality.  There were minor problems of consistency -- some
parts of the river were sunlit (and even reachable from outside), but
others were dark.  The major problem resulted from the new concept
Marc introduced: vehicles.  In the original game, there were rooms,
objects, and a player; the player always existed in some room.
Vehicles were objects that became, in effect, mobile rooms.  This
required changes in the (always delicate) interactions among verbs,
objects, and rooms (we had to have some way of making "walk" do
something reasonable when the player was in the boat).  In addition,
ever-resourceful Zorkers tried to use the boat anywhere they thought
they could.  The code for the boat itself was not designed to function
outside the river section, but nothing kept the player from carrying
the deflated boat to the reservoir and trying to sail across.
Eventually the boat was allowed in the reservoir, but the general
problem always remained: anything that changes the world you're
modelling changes practically everything in the world you're
modelling.

Although Zork was only a month old, it could already surprise its
authors.  The boat, due to the details of its implementation, turned
into a "bag of holding": players could put practically anything into
it and carry it around, even if the weight of the contents far
exceeded what a player was allowed to carry.  The boat was two
separate objects: the "inflated boat" object contained the objects,
but the player carried the "deflated boat" object around.  We knew
nothing about this: someone finally reported it to us as a bug.  As
far as I know, the bug is still there.



from THE NEW ZORK TIMES Vol. 4 Nr. 2 - SPRING 1985
Copyright (c) Infocom, Inc. --- transcribed without permission


The History of Zork -- SECOND IN A SERIES

by Tim Anderson

When last seen, Zork(R) was a small game (probably slightly more than
half the size of the final mainframe version) that ran on one
computer.  Although it was only six weeks old, and had never been
advertised, it had a relatively large user community from all over the
country.  In some ways it was better than the classic Adventure at this
time, but mostly it was the next game to come along, and it wasn't
even the only contender.

The characters: MIT-DM, a PDP-10 running ITS; MDL (aka Muddle), a
language that ran only on PDP-10s; Marc Blank, Bruce Daniels, Dave
Lebling, and Tim Anderson, intrepid implementers; and assorted net
randoms.

July 1977 saw two major additions to the game, the last for several
months (we weren't exactly hired to write the thing, after all).  The
first of these was another BKD special: Bruce didn't write much code,
but he was willing to design problems.  We went to him, and asked for
a particularly nasty section; the result was the coal mine.  His design
was originally nastier than the final implementation, since the maze
was just about as horrible as the original one in the game; it got
simplified due to popular demand.  The problems were improving in
quality, and the coal mine maze was a late example of making things
hard by making them tedious.

The volcano section was Marc's second vehicle implementation, but is
perhaps more noteworthy for the loving portraits of Lord Dimwit
Flathead the Excessive that decorated the coin and stamp found in the
section.  The river (see Part I) and volcano sections, in addition to
vehicles, required a better concept of time: both the boat and the
balloon moved more or less on their own, and the volcano required the
use of explosives and fuses.  Marc added a clock daemon, which
processed a queue of events that would happen some fixed number of
moves later.  This handled, in addition to the movement of the
vehicles, the fuse, the lantern burning out, and the mysterious gnomes
that occasionally appear.  The first of these was in the volcano: if
the player got trapped in the upper reaches of the volcano by losing
his balloon, after a few moves a volcano gnome would appear and offer
freedom in exchange for a treasure.  We were just being nice; most
players weren't allowed to save their games, so they had no way of
backing out if they made such a mistake.  The gnome allowed them to
keep playing, albeit with no chance of getting all the points.

Even before the volcano section, we'd talked about a problem that
involved flying; Dave had a preference for something with an eagle,
and its aerie, but we could never figure out how to restrict things
enough -- it wouldn't do to have a parallel map of the game viewed
from the air.  Once again, we worried about restraining a new concept,
so the balloon had no way of leaving the volcano.  And once again we
were bitten by a new concept.  When the player used the explosives in
the wrong place, and didn't get out of the way, he'd end up with
20,000 pounds (or was it tons?) of rock on his head.  This made a
certain amount of sense in the underground section, but not out in the
forest.

No more sections were added to the game for several months after July,
but it continued to improve.  In addition it finally moved to machines
other than DM, thus greatly expanding the number of players.

Although Muddle ran primarily on DM, a version for TENEX (the most
popular PDP-10 operating system on the Arpanet) had existed for some
time; the TENEX version could, with some minor modifications, run on
TOPS-20 as well.  We finally succumbed to one of the requests for a
copy of Zork when we were given an account on a TOPS-20 machine on the
net.  After we made the necessary software modifications, of course,
many copies could be made; a mailing list of Zork owners developed, so
They could get whatever updates appeared.

Although people could get runnable Zorks, they couldn't get sources.
We tried two approaches to protecting the sources (remember, there was
no protection of any sort on DM): they were normally kept encrypted;
and we patched the system to protect the directory where we kept the
sources (named CFS, for either "Charles F. Stanley" or "Computer
Fantasy and Simulation").  This worked pretty well, but was finally
beaten by a system hacker from Digital: using some archaic ITS
documentation (there's never been any other kind), he was able to
figure out how to modify the running operating system.  Being clever,
he was also able to figure out how our patch to protect the source
directory worked.  Then it was just a matter of decrypting the sources,
but that was soon reduced to figuring out the key we'd used.  Ted had
no trouble getting machine time; he just found a new TOPS-20 machine
that was undergoing final testing, and started a program that tried
every key until it got something that looked like text.  After less
than a day of crunching, he had a readable copy of the source.  We had
to concede that anyone who'd go to that much trouble deserved it.  This
led to some other things later on.

Players hadn't been able to save their Zorks because the method we
used at first took several hundred thousand bytes for each save, and
even on a time-shared system that was excessive.  Marc, around this
time, invented a new way of saving that cut the size down to
something more reasonable, with the slight disadvantages that any new
rooms or objects added to the old game would break existing save
files, and that it never quite worked right anyway.  However, it did
make it easier to play the game, and we still had the silly notion of
being nice to our users.

Fall '77 saw two major additions to the game, as Marc took another
break from medical school (yes, fans, he did graduate on time), and
Dave got into coding in a big way.  The Alice in Wonderland section,
complete with its magic bucket and robot, was installed.  The robot was
the first "actor," an object that could perform some of the same tasks
the player could.  The style of address was familiar: "ROBOT, TAKE THE
CAKE."  The implementation of this required another change in the
game's flow of control, and changes to anything else that one could
reasonably talk to.

The first version of fighting was added about the same time.  Dave, an
old Dungeons and Dragons player, didn't like the completely
predictable ways of killing creatures off.  In the original game, for
example, one killed a troll by throwing a knife at him; he would catch
the knife and gleefully eat it (like anything else you threw at him),
but hemorrhage as a result.  Dave added basically the full complexity
of DD-style fighting, with different strengths for different weapons,
wounds, unconsciousness, and death.  Each creature had its own set of
messages, so a fight with the thief (who uses a stiletto) would be
very different from a fight with the troll and his axe.

As a result of the purloined sources at DEC, a lunatic there decided
to translate Zork into FORTRAN.  We had always assumed this would be
impossible: Muddle is very (oops, *very*) different from FORTRAN, and
much more complicated, and we'd used most of its features in designing
Zork.  The guy who did it was mostly a hardware person, so perhaps he
didn't know what he was up against.  At any rate, shortly after the
Great Blizzard of '78 he had a working version, initially for PDP-11s.
Since it was in FORTRAN, it could run on practically anything, and by
now it has.

Unfortunately, at some point in the preceding year we (no one will now
admit to suggesting the idea) had decided to change the name of the
game.  Zork was too much of a nonsense word, not descriptive of the
game, etc., etc., etc.  Silly as it sounds, we eventually started
calling it Dungeon.  (Dave admits to suggesting the new name, but
that's only a minor sin.) When Bob the lunatic released his FORTRAN
version to the DEC users' group, that was the name he used.  I'm sure
many people have noticed a curious similarity between the Dungeon game
they played on their friendly IBM 4341 and the Zork I they played on
their equally friendly IBM PC; now you know why.

Fortunately for us, a certain company (which shall remain nameless)
decided to claim that it had trademark rights to the name Dungeon, as
a result of certain games that it sold.  We didn't agree (and MIT had
some very expensive lawyers on retainer who agreed with us), but it
encouraged us to do the right thing, and not hide our "Zorks" under a
bushel.

The next section that was added was intended to be the last: after a
player had accumulated all the points in the game, he could play the
End Game, designed largely by Dave.  This became the section of Zork II
with the Dungeon Master, and at the time was certainly the most
involved, and hardest (as it should have been) thing in the game.  The
implementation was, if anything, more involved than the problem.  Less
than two months later, though, Marc had come up with something worse,
probably during a boring anatomy lecture.  The bank section has
probably been fully deciphered by fewer people than anything else in
the game; even those who solve it on their own don't usually
understand what was going on.  I can only say that it makes sense if
you understand it.

For some time, we'd been getting bug reports, fan mail, and
suggestions for new problems from all sorts of people.  We were
beginning to run a little short on ideas anyway, and one of the ideas
we got was very good.  During a lengthy dinner at Roy's, our favorite
Chinese restaurant, we worked out the details of the jewel-encrusted
egg, purple prose courtesy of Dave.  Many people on the net had long
since solved the game, but went back in and did any new problems that
came along; one of them had played DD with Dave, and called him up
about a day after the egg was announced.  "I've gotten the egg opened,
but I assume you losers have some nonsense where you do something with
the canary and the songbird.  Dave, no fool, said "Cough, cough, ahem,
of course," and immediately went off and added the brass bauble.

The remaining puzzles, the Royal Zork Puzzle Museum and the palantirs,
were added in the late summer and fall of 1978.  The puzzle was
designed (several times) primarily by Bruce, who in theory was back
trying to finish his dissertation.  Finding the minimum number of moves
required to solve it was a popular pastime among dedicated Zorkers for
a while.

The last (lousy) point was a tribute to the final point in the
original Adventure, which involved leaving a particular object in a
particular room for no particular reason.  When we first solved
Adventure in 1977, Bruce finally figured this out by using a
machine-language debugger on the running game (since Adventure was not
written in machine language, this was not easy).  The major difference
between that and our version (a stamp worth One Lousy point) is that
it would be harder to find ours without the source of the game.

The last puzzle was added in February of '79.  We (mainly I, at this
point) kept fixing bugs for almost two more years -- the last
mainframe update was created in January of '81.  No new puzzles were
added because none of the implementers had time or inclination, and
because we had no more space available: at the time, we were limited
to a megabyte of memory, and we had used it all up.  The first article
about Zork appeared in April of '79, and attracted a great deal of
interest; some of this may have been because we offered to give people
the game (if they didn't already have it), and gave them parts of the
sacred sources as well.

Infocom was incorporated in 1979 by various people from the DM group,
including Marc, Dave, and me.  It was not founded to sell Zork; rather,
it was founded to give group members somewhere to go from MIT.  Marc
and Joel Berez (both exiled to Pittsburgh) determined that it would be
possible to make Zork run on something cheaper than the $400,000
PDP-10, and the company eventually went along.  See the next NZT for
further details.

In the meantime, we still get requests for hints on the mainframe Zork
(sometimes it's called Dungeon, and often it's on something other than
a PDP-10).  The most recent request for a copy came in on April 1, but
I think it was serious.

[end]


From uchinews!ux1.cso.uiuc.edu!moe.ksu.ksu.edu!zaphod.mps.ohio-state.edu!sol.ctr.columbia.edu!news.columbia.edu!watsun.cc.columbia.edu!lasner Sun Oct  4 15:47:47 CDT 1992
Article: 28983 of alt.folklore.computers
Xref: uchinews alt.folklore.computers:28983 rec.games.int-fiction:397
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From: lasner@watsun.cc.columbia.edu (Charles Lasner)
Subject: Re: Zork/Dungeon (was Re: MDL)
Message-ID: <1992Oct2.104737.21357@news.columbia.edu>
Sender: usenet@news.columbia.edu (The Network News)
Nntp-Posting-Host: watsun.cc.columbia.edu
Reply-To: lasner@watsun.cc.columbia.edu (Charles Lasner)
Organization: Columbia University
References: <1992Sep30.074947.148@news.columbia.edu> <1992Sep30.104700.6275@pollux.lu.se> <1992Oct1.113936.24516@bohra.cpg.oz.au>
Date: Fri, 2 Oct 1992 10:47:37 GMT
Lines: 62
Status: R

In article <1992Oct1.113936.24516@bohra.cpg.oz.au> als@bohra.cpg.oz.au (Anthony Shipman) writes:
>
>Are you referring to the "cdungeon" program found in
>    comp.sources.games/volume12/cdungeon
>
>It's History file says that it is translated from the Fortran but that
>it has been superceded by Zork.  ....

>
>cdungeon has .....
>
>
>
>/*COPYRIGHT 1980, INFOCOM COMPUTERS AND COMMUNICATIONS, CAMBRIDGE MA. 02142*/
>/* ALL RIGHTS RESERVED, COMMERCIAL USAGE STRICTLY PROHIBITED */
>/* WRITTEN BY R. M. SUPNIK */
>
>
>So now I'm confused.  What is the genealogy?
>
>	dungeon  -->  cdungeon --> Zork -->  Zork I, II, III
>
>or
>
>	dungeon  -->  (cdungeon = Zork) -->  Zork I, II, III
>
>or
>
>	dungeon  -->  cdungeon --> (Zork =  Zork I) -->Zork II, III
>
>
>or what?

I would like this explained also.  As far as I'm concerned, there is only
one "true" ZORK, the MDL version.  However, while it was under development,
various ripoffs of it appeared.  Apparently cdungeon is a port or translation
of the Fortran version that aspires to be compatible with the 585 point version
of MDL ZORK which isn't the latest version.  Moreover, the Fortran version
itself went through revisions and was originally a hacked-up version of
Adventure in Fortran appropriated to attempt to run the MDL ZORK's cave
description, without permission of MIT, which in turn led to MIT copyrighting
1980 MDL ZORK itself.  Apparently Supnik, a known former DEC employee, who
in turn was responsible for converting the Fortran-10 sources of Advent into
the wimpier PDP-11 Fortran version (wimpier because the Fortran is wimpier;
he had little choice), evolved the Fortran code into something a little better
suited to play the 585 point ZORK, but still not quite as good as MDL ZORK
always was.  If cdungeon is merely a port to C, so be it.  In any case,
there is no other version of 616 point MDL ZORK to be had anywhere.  The
ZORK trilogy is split into three contrived parts, and has additional
incompatible features, some of which are considered to have merit by certain 
people, but clearly not totally agreed upon as improvements by all observers
for all changes.   The consensus is that the splitting is an unacceptable
intrusion into the spirit of the game, and was merely done as an expediency
so each part can fit into the memory of 64K machines alongside an interpreter
of the Z code generated for that module of the game.  Admittedly the parser
of Zork Trilogy may be as good or even slightly better than MDL ZORK, but this
is far outweighed by the split.  Moreover, MDL ZORK' parser at the 616 point
version represents a somewhat better parser than the MDL ZORK parser for the
585 point earlier version, which is apparently the role model for all of these
other inferior versions.

cjl


From uchinews!ncar!elroy.jpl.nasa.gov!usc!rpi!crdgw1!rdsunx.crd.ge.com!usenet Mon Oct  5 11:49:13 CDT 1992
Article: 29078 of alt.folklore.computers
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From: meltsner@crd.ge.com (Kenneth J Meltsner)
Newsgroups: alt.folklore.computers,rec.games.int-fiction
Subject: Re: Zork/Dungeon (was Re: MDL)
Message-ID: <1992Oct5.152447.29710@crd.ge.com>
Date: 5 Oct 92 15:24:47 GMT
References: <1992Sep30.074947.148@news.columbia.edu> <1992Sep30.104700.6275@pollux.lu.se> <1992Oct1.113936.24516@bohra.cpg.oz.au> <1992Oct2.104737.21357@news.columbia.edu>
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Status: R



In article <1992Oct2.104737.21357@news.columbia.edu>,
lasner@watsun.cc.columbia.edu (Charles Lasner) writes:
|>The consensus is that the splitting is an unacceptable
|>intrusion into the spirit of the game, and was merely done as an expediency
|>so each part can fit into the memory of 64K machines alongside an interpreter
|>of the Z code generated for that module of the game.

It wasn't the memory of the machines, but the disk space.  The
original ZIL interpreters did include the ability to load (somewhat
compressed) text off of disk, as well as ZIL codes as you went from
room to room.  Unfortunately, given the incredibly small disks of the
time on machines like the C-64, even putting the interpreter on a
separate disk would still mean that an unpartitioned full Zork would
require more floppy swaps than you could imagine.

The memory became a constraint later on as the parsers became more
sophisticated, more verbs were added, etc.  I still remember the
impressive shift from 64K to 128K required memory -- the extra 64K
made a real difference for a couple of games.  (Which ones?  I recall
that Meretzkey's "A Mind Forever Voyaging" was the first 128K game,
but I could be wrong.  They're all boxed in the attic now.)

As to Infocom and Dungeon and MIT:

(Several of) The Infocom founders were employed by MIT and wrote the
original MDL Zork as a response to Adventure and as something of an
experiment.  MIT released the rights to Zork, based on its lack of
commercial value, and a FORTRAN version was hacked together, which
appears to be the source of the C version.  Along the main line of
development of Zork, the Infocom founders formed the company (which
was intended to be a database company eventually, hence the name) and
wrote a Zork series broken up into chunks small enough to fit on the
dominant personal computers (Apples, etc.) of the time.  Everything
grew from the Zork series, although the games became simpler and less
arbitrary to facilitate solution without "secret" knowledge, and
because most people had serious problems solving the "expert level"
Infocom games.

Infocom eventually killed itself off by pouring tons of bucks into
Cornerstone, which was its original reason for existence, and was
acquired by Activision.  Activison never understood the niche text
adventure market and proceeded to push out mediocre and under-tested
adventures with increasing graphical content.  Eventually, they pulled
the plug on the Cambridge operation.

Infocom at its peak put out literate and well-tested games of a
quality unmatched by its competitors or successors.  A few approach
the effect of a good short story or novella; I'd suggest Trinity or
Bureaucracy for good examples of what can be done within the
Infocom-style adventure genre.

Disclaimer: I was in a club at MIT with some of the Infocom types.
Most of this based on dim recollections.  Also, my wife beta-tested
several Infocom games.


===============================================================================
Ken Meltsner                        | meltsner@crd.ge.com (518) 387-6391
GE Research and Development Center  | Fax:  (518) 387-7495
P.O. Box 8, Room K1/MB207	    | Nothing I say should be attributed
Schenectady, NY 12301               | to my employer, and probably vice-versa
================ Materials and Manufacturing, World O' Stuff ==================


From uchinews!linac!pacific.mps.ohio-state.edu!zaphod.mps.ohio-state.edu!cs.utexas.edu!swrinde!sdd.hp.com!think.com!galley Fri Oct 16 17:45:04 CDT 1992
Article: 29514 of alt.folklore.computers
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From: galley@think.com (Stu Galley)
Newsgroups: alt.folklore.computers,rec.games.int-fiction
Subject: Re: Zork/Dungeon (LONG)
Date: 16 Oct 1992 22:28:34 GMT
Organization: Thinking Machines Corporation, Cambridge, Mass., USA
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Keywords: history Zork Infocom
Status: R

THE NEW ZORK TIMES - SUMMER 1985 - Vol. 4 Nr. 3
(c) 1985 Infocom, Inc.

The History of Zork -- The Final (?) Chapter: MIT, MDL, ZIL, ZIP

by Stu Galley
Special To The New Zork Times

The year: 1979.  As Tim Anderson has recounted in previous
installments in this series, Zork was one large computer game, about a
megabyte in size -- as large as it could be and still fit in its
original home, a DECsystem-10.  Marc Blank and Dave Lebling designed
and wrote the program, with the help of Bruce Daniels and Tim.  They
had met and worked together in a research group at M.I.T., and now the
group was losing valuable talent through graduation and the lure of
"the real world."  Several members of the group believed that they
could still produce outstanding computer-based products in almost any
category -- from programming languages like MDL (an important
influence on modern Lisp) to data bases, electronic mail and
artificially intelligent systems -- if only centrifugal force didn't
separate them.

The problem: What sort of product could the group work on together,
and to whom could they sell it?  As early as 1976, they had discussed
the potential marketability of various computer games that had been
designed or implemented by group members just for fun.  Now their
attention was focused on various potential products based on
mini-computers, some involving custom hardware as well as software.
The group was ignoring the potential of a mass market for
micro-computers, not only from lack of experience with them (the
group's unofficial motto is "We hate micros!") but also from serious
concerns about software piracy.

Joel Berez had graduated from the group and was working in his
family's business in Pittsburgh.  Marc had finished medical school
(and moonlighting on Zork development) and was starting his medical
residency in Pittsburgh.  These two had long been friends, and they
liked getting together for a Chinese dinner and conversation.

One topic of conversation was "the good old days" at M.I.T., and one
reason that the old days were good was Zork.  They wished that Zork's
wonderfulness (or "taste and winnage" in M.I.T. jargon) could somehow
be brought to more people.  But very few people had access to the
large computers that could run Zork.  More and more people were
beginning to buy personal computers -- like the Radio Shack TRS-80
Model I or the Apple II -- but those computers were too small to run
Zork.  Or were they?

Joel and Marc began some seat-of-the-pants design work (much of it on
Joel's parents' coffee table) on how much Zork could be compressed,
and how to do so in a flexible way to allow for different,
incompatible personal computers in the future.  They considered using
available "portable" tools for programming, like UCSD Pascal, but it
soon became clear that Zork had too much text in it.  (Keep in mind
that a standard personal computer at this time came with 16K bytes of
memory and no disk drive.)  They finally concluded that, by inventing
a programming system specifically for Zork, they could fit about half
of it into a computer with 32K bytes of memory and one floppy-disk
drive.

Meanwhile, the group at M.I.T. was in the process of forming a
corporation -- choosing "Infocom" as the name least offensive to
everyone -- and searching for a project that would quickly produce a
product to start generating income for the company.  Among the
projects they considered were systems for keeping track of documents,
handling electronic correspondence, and processing text.  When Zork
was added to the list of possibilities, Joel and Marc worked
intensively during the summer and autumn creating the programming
tools for their design.  And they had to work for IOUs, since the
company treasury -- which started with only $11,500 -- could afford to
pay only for the hardware they needed at the time.

The key to their design was an imaginary computer chip called the
"Z-machine." This chip would be able to run Zork (or at least part of
it) if the program were coded in a special, very compact language.
Then the design called for each personal computer to have a program
(called a Z-machine Interpreter Program or ZIP) that would interpret
the special Z-machine language and make the computer act the same way
that a real Z-machine would.  In order to get Zork written in this
special language, another language was invented, called Zork
Implementation Language (ZIL), similar in many ways to MDL.  Marc
built a two-stage translator program that would translate a ZIL
program, first into an assembly language and then further into the
Z-machine language.  He also built a ZIP so that a DECsystem-20 could
emulate the Z-machine.

There was still the problem of cutting Zork in half.  Dave examined
his complete map of Zork and drew a boundary around a portion that
included about 100 or so locations: everything "above ground" and a
large section surrounding the Round Room.  The object was to create a
smaller Zork that would fit within the constraints established by the
design of Joel and Marc.  Whatever wouldn't fit was to be saved for
another game, another day.

In the process of being converted from MDL into ZIL, the program
became "cleaner" and friendlier. The geographies of the maze and the
coal mine were simplified so that the connections were less arbitrary,
and in other places complexity was removed whenever it didn't serve a
justifiable purpose.  For example, there was originally a barrel
sitting near the top of Aragain Falls, but it was just a red herring;
its only purpose was to lure unsuspecting adventurers inside and carry
them over the falls to destruction.  The Rainbow Room had its name
changed to On the Rainbow, and that meant removing the silly joke
about Rockefeller Center and the NBC Commissary.  Since the Land of
the (Living) Dead (the word "Living" was removed in order to fit the
name on the status line) no longer led to the stairway where Zork III
later began, the crystal skull (a brand-new treasure) was put there
instead.

By late 1979, Joel and Marc had both moved back to Boston.  Joel had
been elected president of Infocom and started business school, and
Zork I was shaping up as lnfocom's first product.  Zork I first saw
the light of day on a DECsystem-20 on which the company was renting
time, then on the PDP-11 in Joel's bedroom.  Scott Cutler (who had
graduated from the group a couple of years before) used his TRS-80
Model II to create a ZIP for a TRS-80 Model I.  As 1980 dawned,
Infocom spent a large portion of its bank account to purchase a Model
I, and Scott and Marc demonstrated that Zork I was alive in it by
starting the game and actually collecting points with the incantation
"N.E.OPEN.IN." (It's certainly no less inspiring than "Come here, Mr.
Watson; I want you!")

Mike Dornbrook was enlisted to test Zork I for bugs and other bad
features, because he had some experience with computers but no
experience with the original Zork, exactly like our intended audience.
(One of his contributions was the alternate -- and, some say, more
logical -- solution to the Loud Room puzzle, which was added only
after the first users of Zork I asked so often for hints for that
puzzle.)  He played it so much that he memorized the entire geography,
and he fell in love with the game.  He was convinced that it would
attract a cult following, although others thought it would last maybe
a year on the market and then fade away, like a video game.  He urged
the company to start planning spin-off products, like maps, hints,
posters, T-shirts, etc.  So the first published release of Zork I had
another feature added, a "small piece of paper" in the artist's studio
that said something like "Write to Infocom, P.O. Box 120, Cambridge,
Mass. 02142 for info on other products, including Movement Assistance
Planners (M.A.P.s) and Hierarchical Information for Novice Treasure
Seekers (H.I.N.T.S.)." Besides leaving the door open for an
after-market in Zork accessories, we wanted to start building a mailing
list of customers for future direct mailings (like the one you are
reading!).

Now that the company had a flesh-and-blood product, how could a small
group of hackers market and sell it?  One possibility was to produce it
ourselves and distribute it through computer chain stores.  But that
meant devoting time and energy to finding suppliers, producing
packages, supporting users, and so on.  Another possibility was to
contract with a software publisher, but which one?  Joel contacted
Microsoft, but they were already publishing the original "Colossal
Cave" adventure game -- the one that inspired Zork -- and by the time
Zork fan Bill Gates heard of our offer, Infocom was deep in
negotiations with Personal Software Inc. (PS).

PS had several good features: it was the first true publisher of
software developed by others; it was the leading publisher of computer
games at the time; and it had strong ties to Software Arts Inc., where
VisiCalc was invented (_requiescant_in_pace_), and where Zork I was
demonstrated in February 1980.  PS agreed in June to publish Zork I
and sent us an advance on royalties, our first bonafide income!  Sales
began in December, and over the next nine months PS sold about 1500
copies of the TRS-80 version. *

Also in June, we paid for a search of trademark records in preparation
for registering "Zork" as our own trademark.  We discovered that
Mattel Inc. had registered "Mighty Zork" in 1973 for a toy model
motorcycle, but that registration was cancelled in October 1979.
Other trademarks discovered in the search were the likes of Zorr,
Zorak, Zark, and Zowees (all by Mattel); Zogg, Zon, Zak, Zok, Zot,
Zonk, and Zerak; and variations on Mork and Ork (by Paramount
Pictures).  Not to mention the Zork Hardware Company of El Paso and
Albuquerque.

We had another product in which PS had no interest: the PDP-11 version
of Zork I.  We sent product announcements to various places, including
a newsletter for PDP-11 users, and as a result, the first copy of Zork
I sold was a PDP-11 version!  It came on an eight-inch floppy disk
with a manual that I wrote and Joel had reproduced from a typewritten
master.

By the end of 1980, the version of ZIP for the Apple II had been
created by Bruce, who had designed puzzles for the original Zork
before graduating from M.I.T. and going to work for Apple Computer
Inc.  Apple Zork I proved more popular than the TRS-80 version; PS
sold over 6000 copies in eight months.

The first press reviews of Zork I were encouraging.  In February 1981,
BYTE magazine said, "No single advance in the science of Adventure has
been as bold and exciting as the introduction of Personal Software
lnc.'s _Zork,_The_Great_Underground_Empire._ . . . That the program is
entertaining, eloquent, witty, and precisely written is almost beside
the point. Unlike the kingdoms of the Adventures for machines with 16K
bytes of memory and far from the classic counter-earthiness of the
Colossal Cave in the original Adventure, Zork can be felt and touched
-- experienced, if you will -- through the care and attention to
detail the authors have rendered. . . . [A] most excellent and
memorable work of computerized fiction."

Mike Dornbrook was enlisted again to fulfill mail orders for
personalized hints.  Joel collected orders from the post office box,
passed orders for maps and posters to his Significant Other for
fulfillment, gave requests for hints to Mike, and gave me the numerous
small checks to deposit in the bank.  Mike created personalized hints
off the top of his head, typing them on an old office typewriter.
(When Mike started business school in September 1981, he founded a
separate company, the Zork User's Group, and took over all mail-order
sales.  Only then did he computerize the operation.  In 1983, Mike
came back to work for Infocom, bringing Z.U.G. with him.)

Meanwhile, Dave was designing Zork II. At first, the most
straightforward approach seemed to be to use everything left out of
Zork I and simply convert it from MDL to ZIL.  But Dave's active
imagination kept inventing new puzzles that virtually begged to be
implemented.  So the final design left out the Royal Puzzle and the
"end-game" (both to appear in Zork III) and instead included the
Wizard of Frobozz, the garden, and the new diamond maze.  (The last
was re-oriented to the compass based on Mike's belief that "southpaw"
should be a hint.)  The last of the original puzzles -- the long slide
and "sending for the brochure" -- were left out of Zork III and didn't
reappear until Sorcerer.

Zork II was offered to PS in April and licensed in June 1981, about
the same time that Joel graduated and became Infocom's first salaried
employee.  But we had serious concerns about PS's commitment, even to
Zork I.  After an initial rush of advertising, Zork I seemed to join
PS's range of products as just another game.  We were eager to make
new versions and new titles -- including Zork III, "Zork: the Mystery"
(Deadline), and "Zorks in Space" (Starcross) -- but not if our
publisher wasn't also eager.  The fact was that PS was planning to
drop its line of entertainment software -- since their titles neither
sold well over the long term nor brought in enough money to satisfy
them -- and to change its name to Visicorp in order to identify
closely with its "Visi-" series of business products. **

It now appeared that we had two choices: to negotiate and contract
with another publisher (and to hope for more satisfaction), or to take
the plunge and _become_ a publisher.  We definitely preferred the
second choice, but that required office space, production facilities,
an advertising agency, and so on -- and most of all, money.  But we
threw caution to the wind, and hired Mort Rosenthal (who later founded
Corporate Software Inc.) as marketing manager, who found a time-shared
office in Boston's venerable Faneuil Hall Marketplace, a time-shared
production plant in Randolph, an ad agency in Watertown, an
order-taking service in New Jersey, a supplier of disks in California,
and so on.  The money came both from the company's founders and from a
bank loan that they personally guaranteed.

We announced Zork II and our new role as publisher with a Christmas
promotion as eye-catching as we could afford.  Thanks to our ad
agency, we had a new style of packaging for both Zorks (the
stone-built letters that are still in use), a counter display for
stores, ads in major computer magazines, and direct-mail ads for
dealers.  We also bought PS's entire inventory of Zork I (except the
TRS-80 version, which they still wanted to sell) to prevent them from
"dumping" it on the market at bargain prices and lowering the public's
image of "Zork" in general.  Our first shipment went out just in time
for Christmas sales.

On New Year's Day 1982, we moved the company to larger space at the
far end of Cambridge -- 55 Wheeler Street.  Now we had office space
for everyone, especially for Marc (now vice-president for product
development) to finish Zork III.  And we had enough space to set up
all the personal computers -- instead of shuffling them from one
person's home to another -- for testers to use, and for programmers to
create or adapt ZIPs for Atari, CP/M, IBM PC, and other machines.
Zork III was finished in the autumn, about the same time that the
company began hiring people to begin developing its first business
product.  But that's another story.

* Zork I came under the wing of PS's New Products Manager, a fellow
named Mitch Kapor, who later founded Lotus Development Corp.

** In December 1984, after a long legal tangle with Software Arts over
VisiCalc, Visicorp eventually merged into one of its own spin-off
companies and disappeared.

[end]



From dik@cwi.nl Tue Mar 26 19:15:43 CST 1996
Article: 137638 of alt.folklore.computers
Xref: uchinews alt.folklore.computers:137638 alt.sys.pdp10:1396
Newsgroups: alt.sys.pdp10,alt.folklore.computers
Path: uchinews!gw2.att.com!news.midplains.net!chi-news.cic.net!news.math.psu.edu!psuvax1!news.cc.swarthmore.edu!netnews.upenn.edu!msunews!uwm.edu!lll-winken.llnl.gov!enews.sgi.com!sgigate.sgi.com!swrinde!newsfeed.internetmci.com!howland.reston.ans.net!EU.net!sun4nl!cwi.nl!dik
From: dik@cwi.nl (Dik T. Winter)
Subject: Re: Adventure (Was: The Computer Museum)
Message-ID: <Doup0z.2Mp@cwi.nl>
Sender: news@cwi.nl (The Daily Dross)
Nntp-Posting-Host: chrysant.cwi.nl
Organization: CWI, Amsterdam
References: <960319054842@fwancho.whc.net> <4iqlgf$hhk@tricia.msn.fullfeed.com> <4j3409$2o2@dns.plano.net>
Date: Tue, 26 Mar 1996 01:19:46 GMT
Lines: 48
Status: R

In article <4j3409$2o2@dns.plano.net> Charles Richmond <richmond@plano.net> writes:
 > It is interesting that you would mention Lauren Weinstein. He posted some
 > messages about five years ago concerning the original subject of this
 > thread--Adventure. Evidently he had hacked some Adventure code (at Stanford?)
UCLA
 > back when Adventure first came out. He had some very interesting stories to
 > relate--perhaps he can repost some of them.

He had been hacking with the source a bit and extended the game slightly.
(I think it was the C source by Jim@rank-xerox, and not the original Fortran
source.)  This extended version accidentally got into one of the BSD Unix
distributions (and that was the version I first played).  Later BSD
distributions had the original again.  Actually the extended version had
a bug:
    "Please tell lauren@ucla-security that fatal bug 25 happened."
which you got in some situations at the bottom of the volcano.
(Going North was not a particular good idea, the "travels" array was not
properly defined.)

The situation with Zork/Dungeon and BSD Unix is also quite interesting.
At one stage an RSX-11 executable was ported to V6 Unix by some hacker.
Nearly all commands worked properly, the only things that did not work
were saving and restoring games but some additional hacks had given
replacements for that.  (And if I remember right the time command dumped
core.)  This executable was hacked again into a V7 Unix executable (some
system calls, especially the write system call, had been changed between
V6 and V7).  [And that was the one I have hacked back once upon a time
into a V6 executable to run on a PDP 11/34.]  This V7 version was the one
that you had on a VAX with BSD Unix, it had a wrapper around it to put the
machine in PDP compatibility mode.  However, in one of the BSD 4.1
distributions (I think it was 4.1b or somesuch), it had been replaced by
a native running version which had a slight extension (the puzzle room).
Later BSD distributions had again the original PDP executable, so the
puzzle room lived only a short time in BSD Unix (I think it must have
been less than a year).  Somewhere in my archive on tape I still must have
all those executables.

In a later stage I have taken the PDP executable and decompiled it into
something resembling Fortran.  This one I translated into a version
of Pascal, with a compiler adapted to my purpose (in addition to the type
CHAR it also needed to know the type ASCIICHAR with constant-denotations
supporting that, and also interactive files of that type), and I put it up
on a CDC Cyber.  And in a later stage I did also add the puzzle room.

Sweet memories.
-- 
dik t. winter, cwi, kruislaan 413, 1098 sj  amsterdam, nederland, +31205924098
home: bovenover 215, 1025 jn  amsterdam, nederland; http://www.cwi.nl/~dik/


From uchinews!vixen.cso.uiuc.edu!howland.reston.ans.net!pipex!sunic!trane.uninett.no!eunet.no!nuug!EU.net!uunet!news.uiowa.edu!icaen!dsiebert Mon Aug 22 14:36:14 CDT 1994
Article: 74919 of alt.folklore.computers
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From: dsiebert@icaen.uiowa.edu (Doug Siebert)
Newsgroups: alt.folklore.computers
Subject: Centipede on the Atari  (WAS: Re: Remember those classic)
Date: 21 Aug 1994 18:10:16 GMT
Organization: Iowa Computer Aided Engineering Network, University of Iowa
Lines: 49
Message-ID: <3385a8$lfs@news.icaen.uiowa.edu>
References: <120340@cup.portal.com> <3358qo$83q@news1.shell>
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Status: R

jlodoen@shell.portal.com (Jeff M Lodoen) writes:

>Scott - Maxwell (ScottM@cup.portal.com) wrote:
>: >If you'd like to play classic Atari games on your 486, stop by
>: >your fave software shop and buy Microsoft Arcade!  It comes with
>: >great Windows versions of Missile Command, Asteroids, Battlezone,
>: >Tempest, and Centipede.
>: >
>: But then I'd have to install Windows. I can't see wasting that much hard
>: drive space and RAM when all the above games will fit comfortably on a
>: single Atari floppy and live in 64k.

>Hey, I'm an 8-bit booster but I wouldn't go that far. The 8-bit
>versions of those games were fine attempts, but hardly accurate.
>Asteroids didn't simulate vectors (it looked _worse_ than the
>2600 version!).

>Centipede.. see the arcade version's screen was rotated, so the
>8-bit version (all home versions) were claustraphobic. MS Arcade
>changed the aspect-ratio, but it's still not satisfying.



Well, I wrote the 8-bit Atari Centipede, if I'd had a way to change the
aspect ratio of people's television sets I would have.  Guess they could have
layed them on their sides ;-)  Actually I only wrote about 80% of the game,
we (a friend did the graphics, though the improved graphics never got in, the
ugly temporary stuff was in the release version, ack!) started when we were
15, wrote most of it over the summer, then school started and I got a
girlfriend, so we sold what we had to Atari for a piddling sum.  It is rather
amazing to me that a game with those ugly temporary graphics and completely
awful code (my first assembly program of any real size, I would have done it
a LOT differently with that I learned) is actually remembered fondly by
people!

My mom has recently been after me to clean up all the old junk in her
basement, she has apparently decided to actually clean it up for once.  She
wants me to look through it all and figure out what I want to save.  I know
there are about 200 floppies down there, if I can find the version of
Centipede with the improved graphics I'll put it up somewhere (I doubt Atari
would care at this point ;-) )  It will be missing some of the game of
course, but I'll give source so you all can have a good laugh and fix the
deficiencies yourselves...



-- 
Doug Siebert             |  I have a proof that everything I have stated above
dsiebert@isca.uiowa.edu  |  is true, but this .sig is too small to contain it.



