1977: Zork
if50.substack.com
if50.substack.com
Zork source and binaries, January 1978 - https://news.ycombinator.com/item?id=24371538 - Sept 2020 (13 comments)
Zork source code, 1977 - https://news.ycombinator.com/item?id=23108626 - May 2020 (81 comments)
Exploring Zork (2012) - https://news.ycombinator.com/item?id=20731333 - Aug 2019 (22 comments)
Zork and the Z-Machine: Bringing the Mainframe to 8-Bit Home Computers - https://news.ycombinator.com/item?id=19982345 - May 2019 (17 comments)
A Brief History of Zork (2014) - https://news.ycombinator.com/item?id=19946781 - May 2019 (10 comments)
Source code for Zork, Hitchhiker’s Guide, and other Infocom games - https://news.ycombinator.com/item?id=19672436 - April 2019 (238 comments)
Z3 – The Zork CPU - https://news.ycombinator.com/item?id=15169565 - Sept 2017 (11 comments)
The DUNGEON (Zork I) source - https://news.ycombinator.com/item?id=15147346 - Sept 2017 (50 comments)
Your load is too heavy: Zork deep reading - https://news.ycombinator.com/item?id=15138114 - Aug 2017 (32 comments)
The Enduring Legacy of Zork - https://news.ycombinator.com/item?id=15073227 - Aug 2017 (48 comments)
Beyond Zork - https://news.ycombinator.com/item?id=10524438 - Nov 2015 (9 comments)
Revisiting 'Zork': What We Lost in the Transition to Visual Games - https://news.ycombinator.com/item?id=2705269 - June 2011 (133 comments)
Others?
Having games target the abstract z-machine platform made it incredibly easy for Infocom to port games across platforms, as instead of re-writing every game from scratch, they could simply write a z-machine interpreter for said platform, and immediately gain access to their entire adventure game catalog!
A happy side-effect of all this is that it's super easy to run these classic adventure games on modern platforms, as instead of emulating the UI/UX of a 80s microcomputer, it's possible to write a z-machine interpreter that takes full advantage of modern GUIs.
One of my personal favorite modern z-machine interpreters is `encrusted` [1], which is written in Rust that runs on the Web thanks to WebAssembly. As a fun side-project, I ended up forking the project and making `embcrusted` [2], a z-machine interpreter that can run on embedded platforms without a full C-library. In a weekend or two of hacking, I was able to port a z-machine interpreter to my mechanical keyboard, in order to get the "authentic" experience of playing a text-adventure game through a teletype :)
With a virtual machine, virtual memory, and (for the time) a great natural language parser, it shows that the Infocom folks learned their craft in world of academia, high-end computer hardware, and ideas, instead of the more amateur (at the time) world of microcomputer enthusiasts.
The limited parsers of the competition responded almost instantly to input. The limited parsers were enough for everything needed, most everyone I knew just used the two word sentences even though more complex ones would work.
In addition on some systems with smaller disks (eg. C64) needed the story file to be split up over two disks, because the story file and interpreter wouldn't both fit on one disk. So you were switching the floppy disk at various intervals as well. With the C1541 being no speed demon to begin with it was not fun. I remember being much happier playing it on CP/M and DOS machines later.
Use your favourite seach engine to look up ZSCII which, roughly, is three characters per two bytes (five bits each) with special markers to switch between three different 'alphabets' for what characters the ZSCII bits represent.
Edit: Coincidentally there's a British quiz show called Only Connect, and a few days ago one of the contestants offered xyzzy as an answer to a question where they had to provide the fourth entry in a sequence. The host had never heard of it, and expected a different answer, but it fit and they got the points.
1. Get Lamp, a documentary film on text adventures and Infocom, a legendary publisher of test adventure games.
https://en.wikipedia.org/wiki/Get_Lamp
2. Twisty Little Passages by By Nick Montfort. A book applying literary critique to text adventure games.
You are in a maze of twisty little passages, all alike.
and It is pitch black. You are likely to be eaten by a grue.
are such iconic phrases, they bring a ton of good memories to my mind. And I never even finished Zork or Adventure! Take tea and no teaThat was one of life's greatest unsolved mysteries for me. The hours I spent trying to figure that out...
xyzzy(bias: I'm the project lead)
He's right, Mudlet is the best desktop client out there for Mudding with. This is the part where I mention that I run a company with five MUDs ranging from almost 24 years live to just a couple years live. https://ironrealms.com
I recently dusted off my old files and tried to get it running in the latest version but there were so many breaking changes that I just gave up trying to fix it.
It would be fun to try to make a proper fully automated bot, though as you said, there are so many different contexts and possible text prompts itd be difficult to make it truly reliable. I wonder what the best approach would be - some kind of classic AI goal system or newfangled ML?
(If I had the time to start over, I’d probably use Mudlet since it uses a proper scripting (lua) instead of something that got hacked together over time. Though it’s a bit GUI-reliant for my tastes)
I think if I were starting over, I'd go with a client that's extensible in a real language, whether that be Lua, Python, Ruby, Scheme, elisp, etc., simply so I could take advantage of modern programming language features.
In this case "50 years of text games" is the substack name, and this is just the entry for Zork in 1977.
See https://if50.substack.com/p/1976-adventure for the real deal.
> kill self
with what?
> self
sorry, you do not have the you
I will forever remember that I do not have the you.I'd recommend you frame them carefully and hang them in pride on your wall.
It's interesting how crazy new tech concepts come in as pure text first. For example, MUDs were the first MMORPGs back in the 90s.
Early 80's via BBSes, online services, and BBS networks like ARBnet. BBS play was slow, but it was so novel and compelling, you didn't care.
Not entirely. Even with phone connections, networks like ARB could do multi-player. But they turn-based, and as I said, took a long time.
If you wanted more real-time, you went with something like CI$.
Zork, on the other hand, is an actual game you can solve, complete with a scoring system.
This reminds me of that hypnotic phrase from the 12 Monkeys tv series.
Anyways, whatever happened to these types of games? Did it just die out as computers got more powerful, and everyone just played first-person shooters or 3d role playing games?
Once every few years I go to http://xyzzyawards.org and play the winners.
Classics.
Also really liked Planetfall. Those three (along with Hitchhiker's) were all written by a classmate of mine who I knew quite well.
While TADS, Inform and others are sophisticated tools (more like programming languages, really) to build adventures like Zork or even more complex, for a simple Choose Your Own Adventure something like Twine is better.
I mainly played DIKU stuff so it feels a bit like that OOTB, but its very flexible (i hope).
Searching "cyoa" on github brings back a tons of results that you can filter through to meet your tech stack needs.
https://www.cis.upenn.edu/~matuszek/cis554-2015/Assignments/...
That said, I'm not sure how good any of those speech to text tools actually are, so, this might be kind of a pipe dream at the moment.
Also, I know you meant "Choose Your Own Adventure," but my immediate first thought was "Cover Your Own Ass." I may have spent too much time in corporate America. :/
I wanted to build it into an red analog telephone. The phone would ring and you would hear a message from various government/military types.
As tensions rise, the phone rings more often, possibly multiple lines light up forcing you to catch/miss vital information or opportunities.
Inevitably, things go pear-shaped and you try to (prevent?) a first strike/retaliatory strike.
Truthfully, I don’t have the skills to build the device, but plotting out the narrative, writing the dialogue would be fun.
I encourage the effort, but don't want to well it short. The idea is the easy part.
Edit: basically - put a game inside this https://share.icloud.com/photos/0IH5hOBO_KECT2gSpzd5-n_4g
A push button is literally one of the most trivial things you can wire up to GPIO. You can also interact with GPIO in Python pretty easily: https://www.raspberrypi.org/documentation/usage/gpio/python/...