A hoopy frood enters the room.
Spawned from his late-70’s cult-favourite BBC radio show, by 1983 The Hitchhiker’s Guide to the Galaxy book series is a very successful SF comedy trilogy for British author Douglas Adams. As a technophile obsessed with computers, Adams discovers the original Crowther and Woods’ Adventure on then-popular dial-in online service The Source while he is residing in L.A., obsessively playing the game to completion while also trying to get a Hitchhiker’s movie off the ground. Adams then heads to the nearest computer store looking for more adventures.
He runs his way through Infocom’s text-adventure library with works like Zork and Deadline and The Witness, but it is only Michael Berlyn’s diabolical Infocom text adventure Suspended that Adams finishes to completion, although with all of them he is immersed in the exceptionally well-written and wildly popular interactive fiction coming out of the company in the 80′s. Adams himself has been approached many times with the idea of turning his most famous work into a video game, but has rebuffed them all. He feels he’s found kindred spirits at the Cambridge, MA game makers, however. That year he is introduced to Marc Blank by humorist Christopher Cerf, a mutual friend and person who seems to know everybody and isn’t afraid to facilitate introductions to see what results. Late in the year, Adams visits the Infocom offices while in town lecturing at MIT. Jumping at the chance of increasing their literary cred with another name author, Infocom signs Adams to a six-game contract in early 1984, with two of the games to be based on the published Hitchhiker’s books. And the company has a natural to pair up with the British humourist: the aforementioned Steve Meretzky.
Meretzky, after graduating from MIT with a degree in Construction Project Management, ran through several jobs in the field, and then was just kind of hanging around by the middle of 1981. Luckily for him, one of the people he hung around with was his roommate Michael Dornbrook, who at the time was testing Zork I and Zork II as Infocom’s first paid employee. Sitting down at the games himself, Meretzky started making his own bug reports, doing such a good job that Marc Blank eventually brings him on to test his mystery game Deadline. By the middle of the following year, Meretzky is a part-time tester at Infocom, and begins formulating his own game on the side, an SF comedy project with the initial working titles Sole Survivor, and then just Survivor. Testing less and writing more, in October Meretzky is bumped up to full-time game writer. His SF game, finally titled as Planetfall, becomes another success for Infocom when released in September of 1983, going on to win multiple awards.
Click the button to play Steve Meretzky’s classic Infocom text adventure Planetfall, on the Apple IIe
He later follows this up with a sequel, Stationfall. While he creates other games for Infocom, it is the hilarious and touching Planetfall that makes him such a perfect match for Adams, as the game is noted for having an altogether Adams-y sense of humour. Meretzky had not heard of Hitchhiker’s before writing Planetfall, but people testing the game remark how much it reminds them of Adams’ works. When presented with the possibility of collaborating with Adams on a Hitchhiker’s game, Meretzky has said he initially demurred: “When they asked me if I wanted to work with him, I took a long time saying yes; maybe two or three seconds.” As for Adams, he dials in to various Bulletin Board Systems (BBS) in England, trying to gauge user awareness of Infocom. He is met with a small, but rabid, fanbase of gamers.
The Hitchhiker’s computer game’s development process begins in February of 1984, when Meretzky and Adams meet in Boston to hash out their plans, and they continue separated over the next eight months or so. Adams writes passages in England and sends them through electronic mail to Infocom in Cambridge, MA where Meretzky adds additional material and then programs everything into the game using Infocom’s game development system. He then sends completed portions of the game to Adams for review. Connected by two DEC Rainbow computers and modems, the two writers exchange emails daily, and phone calls weekly. With it not exactly a stretch for Meretzky to adapt to Adams’ writing style, after it is all over both men have a hard time exactly specifying who wrote which part. In June of 1984, with the testing schedule looming in a few weeks and a release window established to take advantage of the Christmas season, Infocom sends Meretzky to England to prod the famous procrastinator Adams to finish his work on the game. At the time, the author is ensconced at his favourite hideaway; the Huntsham Court County House hotel in the village of Huntsham, located near Tiverton, Devon in the West Country. It is the hope of his book publisher that Adams will focus on the fourth Hitchhiker’s book, titled So Long, and Thanks For All the Fish. Hence Adams and Meretzky hammer out the remaining material for the game in four days. Returning to the U.S., Meretzky must miss the bucolic scenery and relaxed atmosphere of the English countryside as he delves into an intense three-week crunch session to finish the programming of the game. After a brief testing phase, Adams does some rewrites of the material according to feedback from game testing results.
Released in October 1984, the Hitchhiker’s Guide to the Galaxy text adventure becomes an immediate success, selling over a quarter of a million copies. Described by Adams as “inspired” by his book rather than an adaptation of it, the game rides the top of the game charts for months, and is Infocom’s second-best seller, topped only by the company’s Zork. By the end of 1984, it has sold 350,000 copies.
Click button to play Hitchhiker’s Guide to the Galaxy on the Commodore 64. Don’t believe the lies!
While faithful to the tone of the books, the game revels in breaking as many of the cardinal rules then established in interactive fiction, including outright lying to the player about available directions to travel in, and even what the player is able to see. In fact, Hitchhiker’s is cruelly obtuse, often requiring players to initiate actions outside of any offered information in the game, and at many times only those with knowledge of events in the books would know what to do. It also appears to be a favourite torture of Adams to let you miss some critical piece of equipment during a scene that would cause the game to dead-end later, with no recourse but to reload a save or replay the game. It also offers long, drawn-out sequences, such as the maddening Babel Fish Puzzle, which gains such notoriety that Infocom itself sells an official I Got the Babel Fish t-shirt. The ultimate goals of the game are unclear, except perhaps to retain your sanity as you play it. Hitchhiker’s is so hard, in fact, that even reviewers in computer game magazines are stumped; Jack Powell and Michael Ciraolo, reviewing the game for Antic magazine in its May 1985 issue, openly admit that they were stuck at a puzzle that delayed publication of their review for a month, and they STILL hadn’t completed the game. At times it seems that Hitchhiker’s was purposefully created as a ploy by Infocom to sell more of their Invisiclue hint books.
Puzzle brutalities aside, the game is an interesting extension of the Hitchhiker’s cannon, extending the book metaphor by featuring the literary device of footnotes that offer asides to the action. The actual Hitchhiker’s Guide is an inventory item in the game and features plenty of articles for the player to consult about. The game also takes a philosophical bent, with “no tea” being an inventory item that the player at one point drops after getting some real tea, and is eventually able to carry both tea and no tea at the same time after some synaptic calisthenics. Random events also serve to keep subsequent playthroughs interesting, and the game is also strangely obsessed with fluff of all kinds. So much so, that the feelies that accompany the game packaging include a bag of pocket fluff, as well as perpetually-darkened Peril Sensitive Sunglasses and a microscopic battle fleet (empty ziplock bag). Unfortunately, the accountants at Infocom are not froods who know where their towel is, as the one planned to be included in the box is costed out of the design. Considering all the ephemera that IS included with the game, though, Hitchhiker’s game is no fluff-piece, but a fitting entry to Guide lore. Soul-crushingly frustrating, but fitting none-the-less.
NEXT WINDOW PLEASE
With the resounding success of the Hitchhiker’s game, it’s no wonder that Infocom is anxious for a sequel. Milliways: The Restaurant at the End of the Universe, based on the second Hitchhiker’s book by Adams, is tee’d up for development, with Adams planning to collaborate with friend and English author Michael Bywater on the project. The problem is that Adams is tired of producing sequels of his Hitchhiker’s material, and suggests instead Bureaucracy, an original game idea based on his real-life frustrations at trying to get his bank and utility companies to acknowledge a change-of-address after moving apartments in London. Infocom, having signed Adams on the idea that he would be bringing his popular Hitchhiker’s material with him, balks at the idea, but eventually, comes to terms with producing an original work with Adams.
Outside of forming the initial idea, however, Adams begins to let the project be bumped by other commitments, and so he eventually hands it over to Bywater to finish. In line with Adams’ initial concept for Bureaucracy, the game has the protagonist jumping through hoops to accomplish the most simple tasks, such as withdrawing money from a bank, purchasing an airline ticket or even just ordering food at a restaurant. The ultimate goal, of course, is to get the bank to recognize a change-of-address card.
The game starts, in true bureaucratic form, by having the player fill out a “software license application” form for the game, providing humorous comments as you fill in lines such as your last name, name of boy/girlfriend, and whether the player is male or female. The game will then reference you using the opposite of the information provided, such as calling you Mr. if you put your sex down as female. Throughout the game, the blood pressure of the player is shown on the top right of the screen, rising as annoyances occur or when the player enters an invalid command. It is possible to die of an aneurysm if the player lets this rise too high without taking a cooling off period. Following a lead from Hitchhiker’s, the game throws many random events at the player.
Click button to play Douglas Adams’ nightmarish Bureaucracy, on MS-DOS
Unfortunately, the prose in Bureaucracy is a bit twee, and the humour often comes off as forced. It moves from ridiculous to just plain stupid for convenience sake, offering up the idea of having to give a long, drawn-out food order in a restaurant to the waitstaff multiple times as the height of hilarity. It is less the Kafkaesque, paranoid nightmare it wants to be than an annoying, tortuous exercise in tedium. That might be the ultimate point of Bureaucracy, but does that make it an enjoyable game to play?
Bureaucracy is Adams’ last game for Infocom, although he does continue in the medium, assisting on projects such as LucasArt’s movie tie-in Labyrinth: The Computer Game. Adams eventually forms a digital media company along with Richard Creasey and Robbie Stamp in 1996 called The Digital Village, and from this partnership comes the extravagant CD-ROM adventure game Starship Titanic, again joined by his friend Michael Bywater, among others. In 2001, at the age of 49, Adams is rudely taken from us after suffering a heart attack.
This passage leads to a dead end.
Click to play the game that helped sign the death warrant for Infocom text adventures: King’s Quest
In 1984, the same year as the release of Infocom’s Hitchhiker’s Guide to the Galaxy game, Sierra On-Line drives what is perhaps the first nail into Infocom’s coffin… their release of the spectacular graphic adventure King’s Quest. It ushers in faster processors, more advanced graphical capabilities, and more RAM, leading to improved graphics and sound supplanting text as the canvas of adventure game creation. Meanwhile, a lot of resources at Infocom are poured into a new Business Products division, with a new programming staff and marketing team to support Infocom’s deviation from their comfort zone of sophisticated adventure games and into business software… and what is perhaps the second coffin nail. Two years in the making, the new division produces powerful and streamlined database software Cornerstone, announced by Infocom on Nov. 1, 1984, and released the following year. Optimistic with promises from five of the top software distributors around the country to carry their product even before it is released, Infocom prices its database program at $495, but sales eventually stagnate and not even an eventual slashing of price down to $99 by 1986 can persuade the business community to buy volume software from a “games company”. While the program is as user-intuitive as you’d expect a product from Infocom to be, it is also cumbersome and ponderously slow. Cornerstone fails to catch fire, selling only about 10,000 copies, and the company finds itself in financial hot water. Announced on February 19, 1986, Infocom is purchased by Atari 2600 pioneers Activision for 7.5 million, paid mostly in company stock options and debt acquisition. Although Infocom management changes, with Joel Berez taking over the CEO role from departing founder Al Vezza, the announcement does pledge that the two businesses will remain separate and that Infocom will retain its facilities in Cambridge.
Over 1987 Infocom grosses $10 million, with over two million units sold of the original trilogy of Zork games alone. After purchasing the company, Activision wastes no time in bundling boxes of the classic games together in collections Zork Trilogy, Enchanter Trilogy, Science Fiction Classics and the Classic Mystery Library. That year the company also releases Beyond Zork, created in a little over a year by Brian Moriarty. This is Infocom’s first step in the evolution of their text adventure paradigm. Tasking players to embark on a quest for the magical Coconut of Quendor, Beyond Zork is the company’s first game with a graphical user interface, along with an onscreen map that changes as the players move from room to room. It also explores the realm of the role-playing game by assigning percentage statistics to seven attributes: Endurance, Strength, Dexterity, Intelligence, Compassion, Luck and Armor Class. Raising these skills to a certain level is required to solve certain puzzles. The player also has a choice of choosing between a male and female character, who is referred to personally throughout the game.
Click button to play Infocom’s evolution into graphics, with Beyond Zork, for MS-DOS
Besides the onscreen, updating map, the “enhanced mode” features of the game include mouse support for computers that have one, for clicking on the map to move to adjacent areas. Users can also pin information to a window on the screen, allowing them to constantly keep track of such info as their inventory or the current room description. While the on-screen mapping and extra visual flourishes with the text are designed to make the text adventure easier to play, Infocom purists can revert to the no-nonsense display style of previous games if they prefer. There is also the ability to assign command strings to the function keys of your computer, and even the option to rename characters and objects. To make things even less frustrating while wandering around the Kingdom of Quendor, an undo function is available, even if the last command has resulted in your untimely demise. Be warned, however: if, when you perish, you happen to type out any popular swear words, you’ll take a -1 to your Intelligence rating. The geography and items (and their uses) are randomized from game to game, in order to keep players on their toes and increase the replayability of the adventure.
While still a purely text game, also new is Infocom’s venture into the romance genre, with Plundered Hearts, released in 1987. The implementor on the project is Amy Briggs, who works her way up from play tester to game designer, although Hearts is her only full game at Infocom. It is also the company’s first game that features a specifically female lead. Beyond Zork is followed up the next year by Zork Zero: The Revenge of Megaboz, designed by Steve Meretzky. Created over the course of 18 months, the game continues the march to integrated graphics with an onscreen map, visual puzzles to play and graphical flourishes around and inside the text prose.
Click button to play Infocom’s continued transition into graphcs, with Zork Zero
Despite Infocom’s continued attempt to catch up to a rapidly changing entertainment software landscape and integrate more graphics into their games, the company continues to accrue losses to the tune of an average of $200,000 per fiscal quarter between 1987-1989. In May of 1989, Mediagenic, formerly Activision, announces that Infocom will be leaving their long-time digs in Cambridge the next month and moving to the mother company’s headquarters in Menlo Park, Ca. Only five of the remaining 26 employees at Infocom elect to move with the company. Joel Berez, for his part, had already left his position as Infocom company president in the summer of 1988, replaced by Joe Ybarra.
Click button to play the full-blown graphical point and click adventure game Return to Zork
In 1993 Activision gives the GUE the full graphical treatment in Return to Zork, produced by Eddie Dombrower, a man who would seem more at home on the ball diamond than in the Great Underground Empire, having programmed games such as World Series Major League Baseball for the Intellivision Entertainment Computer System (ECS), and perennial PC favourite Earl Weaver Baseball. In its play book, Return to Zork delivers a blistering fastball with over 20 hours of digitized footage of professional actors shot for the production, all spouting real dialog: a demonstration of the multimedia bells and whistles now available to game makers through the emerging CD-ROM market.
In 1995 Activision revisits the roots of Infocom by releasing the original games on the format, in a series of collections loosely grouped by genres, such as Adventure and Mystery. 1996 sees the release of Zork Nemesis: The Forbidden Lands, with the 360 degrees “Z-Vision” graphics engine and an improved user interface. The game does, however, eschew the humour that made the original Zorks great for a more darker tone. Activision also takes a 180 degree look backwards the same year, with yet another mining of past glories. This box contains 33 of them, in fact, in a gathering of Infocom games titled Classic Text Adventure Masterpieces. After Nemesis, Activision gets back on track with Zork: Grand Inquisitor in 1997, similar in mechanics as the previous instalment, and a star-studded affair that features no less than Battlestar Galactica/The A-Team star Dirk Benedict, among others (Rip Taylor!). With Inquisitor, the Zorky humour is back in full force.
The passage ends here.
Befitting its literary aspirations, the Zork universe is also fleshed out in tree-killer book form, starting with a series of “Choose-Your-Own-Adventure” type books, the likes of which influenced Interactive Fiction to start with. Here referred to as “A What-Do-I-Do-Now Book”, they are authored by S. Eric Meretzky, a more fancily titled and aforementioned Steve Meretzky. They are named Zork: The Forces of Krill (1983), Zork: The Malifestro Quest (1983), Zork: The Cavern of Doom (1983), and Zork: Conquest at Quendor (1984). As expected, readers are presented with perilous situations and given a choice of action which results in being directed to a page in the book where the outcome is described. These are followed by full novel tie-ins published by Avon Books between 1988 and 1991. First, comes 1988’s Wishbringer, a novelization of the original Infocom game from 1985, by Craig Shaw Gardner. The novelization of Enchanter, Infocom’s 1983 release, comes from Robin W. Bailey in 1989. Standalone stories The Zork Chronicles (George Alec Effinger, 1990) and The Lost City of Zork (Robin W. Bailey, 1991) continue to flesh out the ever-expanding world of the Great Underground Empire. Infocom continues the choose-your-own-path motif with their Infocomics series of computerized comic books, allowing users to read through a graphical story and jump to new perspectives in the tale. Work on these computer comics is outsourced to Tom Snyder Productions. Stories include the ZorkQuest Infocomics, set in the Great Underground Empire. With limited interaction and low-res graphics, the books are closed on Infocomics after only four entries.
There’s been a lot of fallout from Infocom and the dozens of games produced by the company, but the most enjoyable might be the graphic point-and-click adventure games made by Legend Entertainment, founded by former IMP Bob Bates, who was one of the few outside freelance programmers utilized by Infocom: in Bates’ case near the end of the reign of Infocom. Bringing in Steve Meretzky, Legend produces at least one unmitigated classic – Spellcasting 101:Sorcerers Get All the Girls, released in 1990.
Sources (Click to view)
Page 1 – It is pitch dark. You are likely to be eaten by a grue.
The Development of Zork
Compute!’s Gazette, “Inside View – Marc Blank”, by Kathy Yakal, pgs. 64 – 66, Vol.1 No.4, Oct 1983
Gerrard, Mike. “Bureaucracy Has Got Llamas, Rambo-like Paranoid Schizophrenics, Reagan, Gorbachev and Your Bank.” The Guardian [London, England] 26 Mar. 1987: 9. Newspapers.com. Web. 15 July 2021. “You would look at these PDP-10 computers, which were all time-sharing machines, and there would be 12 people logged in and everyone of them playing Adventure. What happened was that though we all loved Adventure, we decided ‘We can do better than that’.” The “We” included Christopher Reeve, now Infocom’s vice=president of software development and one of the primary developers in 1970 of a programming language with the endearing name of Muddle. ;When Zork 1 was eventually published it was distributed for Infocom by Visicorp, of VisiCalc fame, and sold just over 10,000 copies, fairly typical for a game in the US then.
Scott, J. (2017, October 19). Introducing the expandable PDP-10. Internet Archive. Retrieved June 14, 2024, from https://archive.org/details/TNM_Expandable_PDP-10_computer_-_Digital_Equipmen_20170927_0297/mode/2up Image of the PDP-10 computer system
Scott, J. (2018, May 15). dec :: pdp10 :: TOPS10 :: 1970 PDP-10 Timesharing Handbook. Internet Archive. Retrieved June 14, 2024, from https://archive.org/details/bitsavers_decpdp10TOaringHandbook_37137748/page/n533/mode/2up Image of the entire PDP-20 system, 1970
The New Zork Times, “The History of Zork – First in a Series” by Tim Anderson, pgs. 7, 11, Winter 1985. “In early 1977, Adventure swept the ARPAnet.” “When Adventure arrived at MIT, the reaction was typical: after everybody spent a lot of time doing noting but solving the game…” “By late May, Adventure had been solved…” 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 (that band was outside the door, playing ‘Hail to the Chief’, and a ‘chamber filled with deadlines'” “‘Zork’ was a nonsense word floating around…” “We tended to name our programs with the word ‘zork’ until they were ready to be installed on the system.” Retrieved from the Internet Archive, NZT collection, Sep 23 2015.
Ceccola, Russ. “Adventures at Infocom.” Commodore Jan. 1988: 70+. Print. Adventure appeared on M.I.T.’s ARPAnet in the Library for Computer Science about a decade ago.
The New Zork Times, “A Zork by Any Other Name”, pg. 3, Winter 1984. “Blank chose Zork, a nonsense word commonly used at the MIT Lab for Computer Science as an all-purpose interjection” “…the original Zork had well over 200 rooms, a vocabulary of nearly 1000 words…” Retrieved from the Internet Archive, NZT collection, Sep 23 2015.
Dyer, Richard. “Masters of the Game.” The Boston Globe 06 May 1984: 12+. Newspapers.com. Web. 15 July 2021. Infocom was founded just under five years ago by eight young men at MIT who kicked a few hundred dollars each into their new company, which operated out of a post-office box in Kendall Square. ;”Actually,”, says Blank, calming down, “it’s [Zork] just a nonsense word. There are all kinds of words like that that hackers tend to use – words like ‘Frob.’ Frob means thingamajig….” ;”That’s why we named the wizard in Zork II the Wizard of Frobozz.”
Adams, Roe R., III. “Exec Infocom” Adventures in Excellence.” Softalk Oct. 1982: 35-40. Softalk V3n02 Oct 1982. Internet Archive, 30 Apr. 2015. Web. 08 Dec. 2015. That’s where Lebling comes in. “I’m in charge of the purple prose; and I did the geographical design of Zork I.” By June 1977, the first version of the mainframe Zork was finished. “So how did I (Blank) write Zork, in Boston, From New York? Easy. I used to drive up every weekend and work with Tim on it.” Berez, at that time, was in the Sloane Management School at MIT earning his business degree. They took the idea to Vezza, who agreed to let Zork be Infocom’s first venture. From the summer of 1979 to the spring of 1980, Blank wrote the compiler and Lebling wrote the assembler or the new language. During this time, Zork for the micro was being developed independent of MIT on rented space on a DEC-2 from Digital Equipment. “We talked to Dan Fylstra from Personal Software about Zork. Tuned out that when Dan had been in business school in Boston, he had played Zork on my computer while doing a thesis. So he knew what Zork was all about.” Personal underwent a corporate metamorphosis into VisiCorp. The new image involved VisiCorp’s dropping all its game lines and concentrating on business programs, so Infocom took back the rights to market the Zork line. “We took our first office last September in the Faneuil Hall Marketplace in Boston. It was only one room…”
Katz, Arnie. “Inside Gaming.” Editorial. Electronic Games Aug. 1983: 84-86. Electronic Games Magazine (August 1983). Internet Archive. Web. 06 Feb. 2016. “The original version [of Zork] had 10 or 12 individual problem situations,” says Blank, “and input was in the traditional verb-noun format since we used a two-word parser.”
Electronic Fun with Computers and Games, “EF’s Gamemakers: Who Dunnit?”, Marc Blank interview by Randi Hacker, pgs. 39-42, 94-97, Oct 1983. “…a language and a system that would enable us to get and incredible amount of compression and what we eventually got was about 10 to one.”. “Then we split the game into two games which became Zork I and II.”. Retrieved from the Internet Archive, EFWCG collection, Sep 9, 2015.
The New Zork Times, “The History of Zork – Second in a Series” by Tim Anderson, pgs. 3-5, Spring 1985. “The last puzzle was added in February of ’79.” “…the last mainframe update was created in January of ’81.” Retrieved from the Internet Archive, NZT collection, Sep 24 2015.
Scott, Jason, comp. “Humor Liberation Front Disrupts Meeting.” Status Line Mar. 1986: 2. 28 May 2013. Web. 16 Sept. 2022. Image of Al Vezza and a roomful of lookalikes, 1986
Page 1 – You see a market here.
Zork Retooled for Home Computers
Byte, “Zork and the Future of Computerized Fantasy Simulations” by P David Lebling, pgs. 172 -182, Dec 1980. Retrieved from the Internet Archive, Byte magazine collection
XYZZYnews Home Page
The New Zork Times, “The History of Zork – The Final (?) Chapter: MIT, MDL, ZIL, ZIP” by Stu Galley, pgs. 4-5, Summer 1985. “…they [Joel Berez, Marc Blank] had to work for IOUs, since the company treasury – which started with only $11,500…” Retrieved from the Internet Archive, NZT collection, Sep 24 2015.
Fathom. “Zork I Game Manual PDP-11 (1980).” Internet Archive, 13 Dec. 2023, archive.org/details/zork-pdp-11/mode/2up. Accessed 7 Jun. 2024.
Time Magazine, “Computers: Putting Fiction on a Floppy”, by Philip Elmer-Dewitt, Monday Dec 5 1983
Image of Zork history book and map from the Infocom Documentation Project, Manuals, Zork I, retrieved Sep 25 2015.
Page 1 – You find a Zork.
Zork Gets Commercial Release/Sequels to Zork
“Microsoft’s New Consumer Division.” Intelligent Machines Journal 19 Dec. 1979: 7. Print. Microsoft Consumer Products’ initial offering includes…Adventure for the TRS-80 and Apple II…
Creative Computing, “How to Fit a Large Program Into a Small Machine” by Marc S. Blank and S.W. Galley, pgs. 80-87, Jul 1980. “The stripped-down version of MDL that resulted was named Zork Implementation Language (ZIL).” Retrieved from the Internet Archive, Creative Computing collection, Sep 30 2015.
3 prototype versions of Infocom logo. Digital images. Internet Archive. Steve Meretzky/Jason Scott, 25 Nov. 2015. Web. 16 July 2021.
elblanco. (1987, April). Adventuring: Zork I. Atari User, 31–33. Retrieved March 18, 2023. Illustrated map for Zork I
“Infocom Authors – Mike Berlyn.” Infocom Authors – Mike Berlyn. N.p., n.d. Web. 31 Aug. 2016. …which, in 1982, brough Mike’s attention to a job offer from Infocom…
Scott, Jason. Image of Michael Berlyn, circa 2006. Digital image. Get Lamp. Jason Scott, 25 Feb. 2006. Web. 31 Aug. 2016. <http://www.getlamp.com/>.
Barol, Bill. “Zorked Again.” Comp. Tracey Gutierres. Newsweek 23 Dec. 1985: 70. Internet Archive. 31 Aug. 2012. Web. 8 Jan. 2023. With 18 games on the market and four on this week’s authoritative Softsel Hot List – including Zork I, now marking its 169th week in the Top 20…
Sherr, Lynn. “Sally Ride: America’s First Woman in Space.” Sally Ride: America’s First Woman in Space. New York Etc.: Simon & Schuster Paperbacks, 2015. 140. Print. With its shuttle decore and their new Apple III computer – on which they [Sally Ride and husband Steve Hawley] played endless hours of the fantasy game Zork…
Dyer, Richard. “Masters of the Game.” The Boston Globe 06 May 1984: 12+. Newspapers.com. Web. 15 July 2021. Image of Infocom programmers with games, photo by Jerry Berndt. Other info: Astronaut Sally Ride told People magazine that Zork, Infocom’s first game, a fantasy adventure, was driving her to her knees. ;”The way we start here is to write up a treatment, a 10- to 20-page plot outline with events and characters. Then we show it around and work cooperatively.” ;”…that’s when Infocom had two full-time employees and worked out an 8-by-10 office in Faneuil Hall.’ ;He [Marc Blank] does admit that the company goes back to earlier games to correct the problems that players have found in them – Zork is now in its seventy-fifth version.
McClung, M. M. “Is It Fun? An Interview with Infocom’s Michael Berlyn and Marc Blank.” Comp. Jason Scott. SoftSide Sept. 1983: 42+. Internet Archive. 6 Sept. 2011. Web. 17 Feb. 2022. We approach designing games a little differently than many adventure game writers. We try to develop a world where the player can walk around unrestricted in movement and action… It’s especially important in all our games that our worlds be consistent internally. The first thing is to design the rules of the world.
Meretzky, Steve. Softsel Hot List for week of November 19, 1984. Digital image. Internet Archive. 23 Nov. 2015. Web. 17 July 2021.
You feel a package.
Infocom Uses Unique Packaging with Their Games
Addams, Shay. “I Beatles Del Computer.” Comp. Bultro. Computer Games May 1984: 34-36. Internet Archive. 17 Nov. 2016. Web. 5 Jan. 2022. Photos of Infocom programmers, with and without Suspended masks, 1984
Image of Suspended packaging from Computer Fun, “Gnusto Ozmoo” by Randi Hacker, pgs. 30-34, 74, April 1984.
Dyer, Richard. “Masters of the Game.” The Boston Globe 06 May 1984: 12+. Newspapers.com. Web. 15 July 2021. The package items, designed by Giardini/Russell in Watertown, are printed in peculiar colors and on oddly folded paper, so anyone who wants to photocopy them has a problem.
Scott, Jason. “Destruction Orders, For Example.” ASCII by Jason Scott. 09 Sept. 2009. Web. 16 July 2021. Much heavy lifting in design, layout, and verbiage for Infocom was done by a firm called Giardini/Russell, Inc. out of Watertown, Massachusetts. In fact, let’s just make it clear – a lot of what people think of as “infocom” is in fact Giardini/Russell. For example: The Zork logo…and, of course, the verbiage of the advertisements I previously discussed.
Scottithgames, comp. “How Very Novel!” Videogaming and Computer Gaming Illustrated Nov. 1983: 75-76. Internet Archive. 26 May 2013. Web. 9 Sept. 2021. Image of Zork I – III game packaging, The Witness packaging and Deadline packaging
Emery, Gene. “‘Leather Goddesses’ Has Computer Company All Aglow.” The Orlando Sentinel (Reuter Newswire) 18 Dec. 1986: E-19. Newspapers.com. Web. 12 July 2021. Just before a beer and pizza party, programmer Steve Meretzky sneaked into the room, went to the blackboard and added “Leather Goddesses of Phobos” to the list of games the company had already produced. “It got to the point where if you didn’t know what you were going to do next, you would say ‘Leather Goddesses of Phobos.'”
Ceccola, Russ. “Adventures at Infocom.” Commodore Jan. 1988: 70+. Print. An imp usually takes four to six months to design a game. The Creative Services department is responsible for putting together the packaging for all Infocom games. Game designer Steve Meretzky followed people for days with these samples in hand [Of Leather Goddesses of Phobos] urging them to guess what the smells were. An imp designs the game on a mainframe DEC 20 system.
“Infocom Cabinet: Leather Goddesses Of Phobos : Steve Meretzky : Free Download, Borrow, and Streaming.” Internet Archive. Ed. Jason Scott. 23 Nov. 2015. Web. 17 July 2021. Two images of mockups of scratch ‘n sniff card for Leather Goddesses of Phobos
@ablekay47. Final design of scratch ‘n sniff card for Leather Goddesses of Phobos. Digital image. All Sizes | Leather Goddesses of Phobos – Scratch and Sniff Interactive [1988]. Flickr, 28 Mar. 2010. Web. 17 July 2021.
New Zork Times, “InfoNews Roundup: New Packaging”, pg.1, Summer 1984. “We believe that we have created the most innovative package in the industry. Measuring 9″ by 7″ by 1″…” “The package opens like a book…” Retrieved from the Internet Archive, NZT collection, Sep 23 2015.
RetroGameChampion. (2020, April 1). Suspended (Contra Central Mentality Lottery Card – 1983).pdf: Retro Game Ephemera. Internet Archive. Retrieved August 4, 2024, from https://archive.org/details/RetroGameEphemera/Suspended%20%28Contra%20Central%20Mentality%20Lottery%20Card%20-%201983%29/ Image of Suspended Lottery Card feelie, 1983
RetroGameChampion. (2020, April 1). The Witness (The Brass Lantern Matchbook – 1983): Retro Game Ephemera. Internet Archive. Retrieved August 4, 2024, from https://archive.org/details/RetroGameEphemera/The%20Witness%20%28The%20Brass%20Lantern%20Matchbook%20-%201983%29/page/n1/mode/2up Image of matchbook included as a feelie in The Witness, 1983
RetroGameChampion. (2020, April 1). The Witness (Official Jock Barnes Blueprint of the Linder Property – 1983): Retro Game Ephemera. Internet Archive. Retrieved August 4, 2024, from https://archive.org/details/RetroGameEphemera/The%20Witness%20%28Official%20Jock%20Barnes%20Blueprint%20of%20the%20Linder%20Property%20-%201983%29/page/n1/mode/2up Image of map feelie provided for The Witness, 1983
RetroGameChampion. (2020, April 1). The Lurking Horror (George Underwood Edwards Institute of Technology Student ID card – 1987).pdf: Retro Game Ephemera. Internet Archive. Retrieved August 4, 2024, from https://archive.org/details/RetroGameEphemera/The%20Lurking%20Horror%20%28George%20Underwood%20Edwards%20Institute%20of%20Technology%20Student%20ID%20Card%20-%201987%29/ Image of G.U.E. Institute of Technology student ID card included as feelie with the game, 1987
RetroGameChampion. (2020, April 1). The Witness (The Register Newspaper – 1983).pdf: Retro Game Ephemera. Internet Archive. Retrieved August 4, 2024, from https://archive.org/details/RetroGameEphemera/The%20Witness%20%28The%20Register%20Newspaper%20-%201983%29/page/n1/mode/2up Image of pages from The Register newspaper, provided as a feelie for the game The Witness, 1983
Image of Marc Blank and Joel Berez together from MicroAdventurer, “Meet the men behind Infocom’s mask”, by Andrew Briggs, pgs. 10-11, Nov 1983
Dyer, Richard. “Masters of the Game.” The Boston Globe 06 May 1984: 12+. Newspapers.com. Web. 15 July 2021. 1984 image of Joel Berez at striped table, photo by Jerry Berndt
Image of Suspended packaging from Computer Fun, “Gnusto Ozmoo” by Randi Hacker, pgs. 30-34, 74, April 1984.
Colour Zork poster by David Ardito, copyright Zork Users Group. Retrieved from /vr/ – Retro Games, “Old School Game Art” by Anonymous, Sept 23 2015.
Bultro, comp. “De Två Stora Nyheterna – Här är Dom!” Joystick (Sweden) Jan. 1985: 14. Internet Archive. 13 June 2019. Web. 15 Apr. 2021. Image of packaging from Suspect
“Commodore C64 Manual: Suspended (1983)(Infocom) : Free Download, Borrow, and Streaming.” Internet Archive. Ed. Jason Scott. 23 May 2013. Web. 18 July 2021. Photo of Suspended ‘feelies’
Page 1 – You find a clue.
The Zork User’s Group
Image of Mike Dombrook, and other information from Electronic Games, “The Challenge of Zork” by Tracie Forman, pgs. 54-57, Mar 1984. Retrieved from the Internet Archive, Electronic Games magazine collection.
Meretzky, Steve. “Video Game Instruction Book:InvisiClues for Zork: The Great Underground Empire, Part I – Google Arts & Culture.” Google. The Strong National Museum of Play. Web. 17 July 2021. Image of cover from first ZUG book, for Zork
“Hotline: Consumer Beat.” Electronic Games July 1984: 14. Electronic Games – Volume 02 Number 13 (1984-07)(Reese Communications)(US). Internet Archive. Web. 09 Feb. 2016. Image of The Witness InvisiClues booklet
Computer Gaming World, “Hobby & Industry News”, pg. 4, Oct 1983
The New Zork Times, “Meet the Zork Users Group”, pg. 3, Summer 1983. “Mike started the Zork Users Group in October of 1981. He had been working at the MIT Lab for Computer Science and part-time for Infocom as the game-tester (their first paid employee).” “In September 1981, Mike left Cambridge to attend the University of Chicago Graduate School of Business” Retrieved from the Internet Archive, NZT collection, Sep 22 2015.
Van Gelder, Lindsy. “In Search of the Exotic: New Directions in Adventure Games.” PC Magazine, July 1983, pp. 345–351. Dornbrook knew nothing about computer games… and when Blank was beta-testing the Zorks, he called his old friend to give him an unbiased perspective.”They originally paid me 6$ an hour,” Dornbrook says, “I fell in love with the games, but I didn’t tell them, because I thought they wouldn’t pay me anymore.”
The New Zork Times, “Zork Users Group Will Shut Down”, pg. 1, Summer 1983. “…Mike, the founder of the Zork Users Group, is getting his M.B.A. in June and going to work for Infocom in August as product manager for entertainment products.” Retrieved from the Internet Archive, NZT collection, Sep 22 2015.
Ceccola, Russ. “Adventures at Infocom.” Commodore Jan. 1988: 70+. Print. Director of Marketing Mike Dornbrook was the company’s first tester.
The New Zork Times, “More InvisiClues”, pg. 1, Fall 1982. “The InvisiClues booklet for Zork I includes over 175 hints (and answers) to over 75 questions…” Retrieved from the Internet Archive, The New Zork Times collection, Sep 22 2015.
Dyer, Richard. “Masters of the Game.” The Boston Globe 06 May 1984: 12+. Newspapers.com. Web. 15 July 2021. Image of Mike Dornbrook holding an Infocom ad, photo by Jerry Berndt. Other info: “By the time that [ZUG] was absorbed by Infocom, there were 20,000 members, and four employees were filling 1000 orders a week for the game, the T-shirts, and the ‘I’d Rather be Zorking’ bumper stickers.”
Infocom, Inc. “Our Circuits, Ourselves!” Cambridge, MA: Infocom, 1983. Internet Archive. 19 Oct. 2014. Web. 16 July 2021. Image of Deadline InvisiClues book.
“How Can I Get a Babel Fish?” InvisiClues: The Hitchhiker’s Guide to the Galaxy. Cambridge, Mass: Infocom, 1984. 12-13. Print. Image of pages from Hitchhiker’s InvisiClues book.
Page 2 – A hoopy frood enters the room.
Douglas Adams and the Hitchhiker’s Guide to the Galaxy Game
Adams, Roe R., III. “The Infinitely Improbable Doug Adams.” Electronic Games Apr. 1985: 22+. Electronic Games – Volume 03 Number 04 (1985-04)(Reese Communications)(US). Internet Archive. Web. 10 Feb. 2016.
Fleming, J. & Sketch the Cow. (2017, May 1). An Interview with Douglas Adams. Starburst, 28–33. (Original work published 1981) Image of Douglas Adams in production of the Hitchhiker’s Guide to the Galaxy radio show at the BBC.
Meretzky, Steve. Early snapshot Image of Steve Meretzky. Digital image. Infocom Cabinet: Meretzky Photos. Internet Archive, 23 Nov. 2015. Web. 18 July 2021.
“Commodore C64 Manual: Stationfall (1987)(Infocom) : Free Download, Borrow, and Streaming.” Internet Archive. Ed. Jason Scott. 23 May 2013. Web. 18 July 2021. Photos of Stationfall ‘feelies’ and Stellar Patrol patch in particular
Infocom. PR. Profile on Steve Meretzky. Cambridge, Mart: Infocom, 1983. Print. Writing interactive fiction was evidently a good career change for meretzky, who earned a degree in Construction Project Management from M.I.T. After graduation, he took three successive jobs in his field. None of them provided the satisfaction he’d anticipated. In mid-1981, he was out of work and spending a lot of time around the apartment he shared with Michael Dornbrook… ;At the time, Dornbrook was testing Zork I and Zork II for Infocom. Meretzky began to play the games, reporting bugs when he found them. He did such a good job…..Infocom’s Marc Blank needed someone to test Deadline, he though of Meretzky. By June 1982, Steve Meretzky was working half-time as a game tester at Infocom. he began work on Planetfall, spending less time testing and more time writing. In October 1982, he began full-time work as an Infocom game writer. Planetfall was released in September 1983.
Scott, Jason, comp. “Cover.” Softline Sept.-Oct. 1983: 0. Internet Archive. 18 Mar. 2017. Web. 21 Jan. 2023. Image of the cover of Softline magazine featuring Floyd’s death sequence from Planetfall, by Steve Meretzky
RetroGameChampion. (2020). Emergency Last Will and Testament: Planetfall. Infocom, Inc. https://archive.org/details/RetroGameEphemera/Planetfall%20%28Emergency%20Last%20Will%20and%20Testament%20-%201983%29/mode/2up (Original work published 1983) Map for Planetfall
Addams, Shay. “Wander Into Wonderland!” Comp. Jason Scott. Family Computing June 1985: 40. Internet Archive. 23 Nov. 2015. Web. 17 July 2021. When I was doing Hitchhiker, I phoned around all the English bulletin boards to see what the level of awareness of Infocom was. It was very strong, but amongst a fanatical minority.
Young, J. S. (1985, May). A Hitchhiker’s Guide to Douglas Adams. MacWorld, 148-153. Images of Douglas Adams standing next to pole, laid out with guitar and reading the newspaper. Photos by Barbara Ries
Black & white image of Meretzky and Adams together from the New Zork Times, “The History of Zork – First in a Series” by Tim Anderson, pgs. 7, 11, Winter 1985. This photo and a different pose of the two in colour from a different source, by Ralph Mercer. B&W photo retrieved from the Internet Archive, NZT collection, Sep 23 2015.
Addams, Shay. “Wander Into Wonderland!” Comp. Jason Scott. Family Computing June 1985: 40. Internet Archive. 30 Aug. 2011. Web. 12 Apr. 2020. From interview with Douglas Adams [Answering question “What was the first adventure game you played?”] Original Adventure… on The Source about a year-and-a-half ago while living in Los Angeles. I guess my first commercial game was Suspended. That was the only one I actually played to the bitter end and completely finished. I played Deadline and Zork I and Starcross about the same time, but never finished them.
Gaiman, N. & Scandy le Scâneur. (2023, March 9). Douglas Adams the Universe and Everything. Space Voyager, 30–32. (Original work published 1985) Image of Douglas Adams with a giant teacup and saucer.
In fact, Douglas’ first introduction to Infocom was through playing Suspended, one of the company’s most mind-boggling games. (Yes, he solved it.) It occurred to him that here was a company with minds as devious and eccentric as his own.; Another creative locale was Huntsham Court, a hotel in the village of Huntsham, near Tiverton, Devon. Adams wrote So Long and Thanks for all the Fish there, and a lot of the electronic version of Hitchhiker’s as well.; Image of Douglas Adams with his thumb out.
Infocom. PR. Douglas Adams and Steve Meretzky: A Best Selling Combination. Cambridge, Mart: Infocom, 1984. Print. As the project moved forward, telecommunications played a key role. Adams and Meretzky were able to communication between Cambridge, Mart and Adams’ home in England by means of modems hooked up to DEC Rainbow computers. Says Meretzky, “Doug would write detailed ‘chunks’ of material and send them by modem. I’d transcribe the material directly onto a disk in my computer. In the same way, I would send Doug portions of the game as programming was completed.” ;”In June, I travelled to Europe to work with Doug on the final design.”
Darling, Sharon. “Douglas Adams and Steve Meretzky: Designers Behind The Hitchhiker’s Guide To The Galaxy.” Comp. Jason Scott. Compute!’s Gazette Apr. 1985: 42-47. Internet Archive. 23 Nov. 2015. Web. 17 July 2021. During the writing process, Meretzky says he tried to closely emulate Adams’ style. Apparently, he succeeded, as Adams commented once that he couldn’t tell whether he or Meretzky had written certain parts of the text.
Zenko, Darren. “Hitchhiker’s Guide Is Back to Remind Gamers How Words Can Spell Adventure.” Edmonton Journal 04 Mar. 2005: E11. Newspapers.com. Web. 13 July 2021. Selling 350,000 copies in ’84, the Guide game was a commercial and critical success…
Schultz, Monte, and Steven Arrants. “Infocom Does It Again…And Again.” Review. Creative Computing Dec. 1983: 120-23. Print. Image of Planetfall packaging
Ceccola, Russ. “Adventures at Infocom.” Commodore Jan. 1988: 70+. Print. Steve Meretzky…started out as a tester with the company…
Miller, Stephen. “Popular Novels Find New Home on Computers.” Arizona Republic 30 Nov. 1984: G. Newspapers.com. Web. 13 July 2021. “I was a big fan of Doug’s, ” Meretzky said, “and when they asked me if I wanted to work with him, I took a long time saying yes; maybe two or three seconds.”
Antic, “The Hitchhiker’s Guide to the Galaxy” review, by Jack Powell and Michael Ciraolo, pg. 19, May 1985
Adams, Douglas. “Douglas Adams Is the Bestselling Author…” Introduction. Mostly Harmless. London: Heinemann, 1992. Print. Dust jacket image, photographer unknown
“Douglas Adams Is the Best-selling Author….” Introduction. The Long Dark Tea-Time of the Soul. Toronto: Stoddart, 1988. Print. Profile image of Douglas Adams, 1988. Photo by Jill Furmonovsky
Scott, Jason, and Steve Meretzky. Headshot of Steve Meretzky. Digital image. Internet Archive. 23 Nov. 2015. Web. 17 July 2021.
Scott, Jason, and Steve Meretzky. Product shot of Hitchhiker’s Guide to the Galaxy feelies. Digital image. Infocom Cabinet: Hitchhiker’s Guide to the Galaxy. Internet Archive, 23 Nov. 2015. Web. 17 July 2021.
New Zork Times, “Don’t Stick This in Your Ear”, pg. 1, Sprint 1985. “Now there’s a safer, more socially acceptable way to show your excitement about Hitchhiker’s, with an official Infocom “I GOT THE BABEL FISH” t-shirt.” Retrieved from the Internet Archive, NZT collection, Sep 24 2015.
Scott, Jason, comp. “Hitchhiker’s Doug Adams Takes Us to His Galaxy.” Electronic Games Apr. 1985: Cover. 28 May 2013. Web. 17 July 2021. Douglas Adams on the cover of Electronic Games
“News.” Computer Gamer, Sept. 1985, pp. 4–4. Image of Douglas Adams holding a towel
Page 2 – NEXT WINDOW PLEASE
Bureaucracy Text Adventure by Douglas Adams and Infocom
Scott, Jason, comp. Bureaucracy Instruction Manual. Cambridge, MA: Infocom, 1987. Print. Photo of Bureaucracy ‘feelies’.
Page 2 – This passage leads to a dead end.
Zork Follow Ups/Infocom Bought by Activision
“Tradetalk: Subtle Progress Shines Through Vaporware Fog at Summer CES.” Softalk, 1 Jul. 1984, p. 88. Image of Stu Galley, Michael Berlyn and Steve Meretzky at Summer CES, 1984
Cornerstone announcement date from Don Thomas’ I.C. When history timeline: http://www.l4software.com/icwhen
Levine, Martin. “Home Software Firms Exploring the Office.” Newsday (Nassau Edition) [Hempstead, New York] 01 July 1985: 3 / Part III. Newspapers.com. Web. 14 July 2021. Infocom is aided by the fact that five of the top software distributors in the county….agreed to carry the program even before it was released.
Ruiz, Frank. “Software Sellers Tap into Mind Games.” The Tampa Tribune 15 Nov. 1987: 9-E. Newspapers.com. Web. 14 July 2021. The program, called Cornerstone, sold about 10,000 copies.
Cover of Cornerstone database program. Digital image. Infocom Cabinet: Mixed Bag: Infocom. Jason Scott, 25 Nov. 2015. Web. 16 July 2021.
Adams, Jane Meredith. “Calif. Company Buys Infocom.” The Boston Globe 21 Feb. 1986: 75. Newspapers.com. Web. 14 July 2021. After the acquisition, chairman Al Vesa [sic] “is not staying with the company,” according to Berez, a 1976 MIT graduate who already has taken over Vesa’s [sic] role as chief executive officer.
The Status Line (ne: The New Zork Times), “Infocom Weds Activision”, pg. 1, Spring 1986. “On February 19, 1986, Activision, Inc. announced that Infocom would be purchased by Activision, in a transaction valued at approximately $7.5 million. ” “…the newly merged couple will maintain their separate product development and marketing facilities in Mountain View, CA, and Cambridge, MA.” Retrieved from the Internet Archive, NZT collection, Sep 24, 2015.
Scott, Jason, comp. “Infocompeition.” Games Machine Oct. 1987: 44-45. Internet Archive. 8 Apr. 2012. Web. 1 Aug. 2021. Image of a large collection of Infocom games, 1987
Hochberg, Burt. “They Take the High-Tech Road to Adventure.” Games, 1 Aug. 1987, p. 14. Image of Infocom writers racing crabs
Rosenberg, Ronald. “Computer-games Firm Moving to California.” The Boston Globe 22 May 1989: 8. Newspapers.com. Web. 14 July 2021. Infocom Inc.,…is closing its doors in Cambridge and moving to Menlo Park, Calif., next month. ;The relocation is a cost-saving measure, since Infocom has been losing an average of $200,000 per fiscal quarter for the past two years, according to Laura L. Stagnitto, Mediagenic’s director of corporate communications. ;She said 11 of the remaining 26 Infocom employees were offered a chance to move to California, but only five have accepted, including Joseph Ybarra, president. He will become vice president of Mediagenic’s entertainment division. ;Berez resigned last summer…
Ceccola, Russ. “The Winter CES of Our Discontent.” Questbusters, X, no. 2f, Feb. 1993, p. 1.
All the characters in Return to Zork are digitized, and it includes a lot of video (they took over 20 hours of footage, much of which will make it into the CD version). Activision employed professional actors and actresses and made a major production out of Return to Zork.
Kunkel, Bill. “EG Interview: Dancing to Zork, An Interview with Eddie Dombrower.” Electronic Games, 1 Jan. 1994, pp. 54-56. Image of Eddie Dombrower in front of FCD #3
“Zork Nemesis’ Creator of Worlds.” Computer Game Review, 1 Jun. 1996, p. 32. Image of Laird Malamed
RetroGameChampion. (1997). Zork – Grand Inquisitor (Chronologue – 1997).pdf [Digital image]. Internet Archive, San Francisco, California, United States of America.
“What’s the Future of Online Gaming?” Next Generation, July 1996, pp. 6–10. 1996 image of Brian Moriarty in front of a server rack
Infocom, Inc. Infocom’s New Graphics Will Blow You Out of the Water… Cambridge, MA: Infocom, 1989. Internet Archive. 8 Aug. 2022. Web. 28 Jan. 2023. Brochure cover, pages for James Clavell’s Shogun, Journey and Quarterstaff.
Plundered Hearts Instruction Manual. Cambridge, MA: Infocom, 1987. Print. Image of velvet purse included in game
Infocom
Image of Infocom booth at 1985 COMDEX from the New Zork Times, “InfoNews Roundup”, pg. 9, Winter 1985. Retrieved from the Internet Archive, NZT collection, Sep 24 2015.
“Zork Trilogy (1983) Box Cover Art.” MobyGames. Ed. Jon De Ojeda. 07 Mar. 2003. Web. 18 July 2021.
“Enchanter Trilogy (1986) Box Cover Art.” MobyGames. Ed. Quapil. 23 Sept. 2006. Web. 18 July 2021.
“Classic Text Adventure Masterpieces (1996) Box Cover Art.” MobyGames. Ed. Corn Popper. 13 Dec. 2003. Web. 18 July 2021.
Ceccola, Russ. “64 and 128 Software Reviews: Beyond Zork.” Commodore May 1988: 22+. Print. Game implementor Brian Moriarty remarked, “The reason for the interface is to use the full power of the machine as well as to make Beyond Zork easier to play. Moriarty spent exactly one year and three days in readying Beyond Zork for a discrimination world.
Box shot Return to Zork (Box shot – Front) | Abandonia – www.abandonia.com/en/boxshot/24295
“Infocom The Adventure Collection 1995 Jewel Case Art : Infocom : Free Download, Borrow, and Streaming.” Internet Archive. Ed. IceTeaMan. 29 May 2013. Web. 18 July 2021.
“Infocom The Comedy Collection 1995 Jewel Case Art : Infocom : Free Download, Borrow, and Streaming.” Internet Archive. Ed. IceTeaMan. 29 May 2013. Web. 18 July 2021.
“Infocom The Fantasy Collection 1995 Jewel Case Art : Infocom : Free Download, Borrow, and Streaming.” Internet Archive. Ed. IceTeaMan. 29 May 2013. Web. 18 July 2021.
“Infocom The Mystery Collection 1995 Jewel Case Art : Infocom : Free Download, Borrow, and Streaming.” Internet Archive. Ed. IceTeaMan. 29 May 2013. Web. 18 July 2021.
Staples, Betsy. “Happy Birthday Spacewar!” Atari Explorer, 1 Mar. 1988, p. 31. Image of Tom Snyder and Peter Reynolds
Unannotated, Uncategorized or I Just Don’t Damn Remember!
Mobygames
Ye Olde Infocomme Shoppe
The Interactive Fiction Archive
Faye’s Shrine of Zork
External Links (Click to view)
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