Blogging Infocom: Zork I

I finally sat down and finished Zork I last night.  It was a terrific game, and I was going to do a little write-up but really, there’s nothing I can say that hasn’t already been covered in great detail over at the Digital Antiquarian and Renga in Blue, so I’m moving right along to Zork II. 

My aim is to finish this one this week, and I’ve set a goal for myself to cover a game a week going forward from here.  I find I do better when I set little goals like this for myself, so I expect to make a new post every Wednesday, with gameplay taking place mostly over the weekends.

Stay tuned…

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RetroChallenge Update

A week or so ago, I signed up for the Winter RetroChallenge Warmup in the hopes that setting a goal by participating would spur me into action, and it has… Sort of.  I picked “an Apple III programming project” for my challenge and I’ve gotten as far as settling on Pascal as the development platform.  But here’s where I’m stuck.  I’m not the most creative person when it comes to dreaming up cool things to do with my retro-toys and as such, I have no idea what I should write.  As I don’t know much about Pascal, and I’m down to about two weeks to submit something, it will have to be simple and relatively easy to put together.

There are already graphics and productivity packages and even a few games for the Apple III.  Maybe something with sound?  A simple music player to take advantage of the III’s improved audio capabilities might be fun.  Whatever I decide to do, I need to get started.  Time is growing short…

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Blogging Infocom – Zork I (part I)

My memories of the first title in the Zork series are largely centered around wandering about in the forest for a few minutes before being overcome by boredom and wondering what all the hype was about.  It’s now more than 30 years after the initial release of Zork I: The Great Underground Empire, Infocom’s first game for microcomputers, and as I play through again, a few things become perfectly clear to me.  The first is that the layout of the forest area doesn’t make a lot of sense other than to give you the feeling that you’re wandering around in a forest where you can easily get lost if you’re not paying attention.  And that’s really the point.  I was twelve when I first loaded Zork up on the Apple II Plus my father had set up on the desk in my bedroom and didn’t really understand that what the game’s writers were going for here was ambience and that they were trying to set up a mood that went beyond just what the words on the screen were directly conveying to me.  At 12, I was looking for a fun puzzle or three to solve and didn’t have the patience to explore and realize that those would come later.

The second thing that hit me was that, while the forest can be a bit confusing, it’s not really necessary to map out every corner of the lush environment at this point.  Many places exist simply to give the writer an opportunity tell the player a well-written story, another thing I had little patience for at 12.  The puzzles would come and when they did, they were fun and challenging.  ”Boring” is simply wrong.  As I continued to explore and took the time to really enjoy it, I allowed my expectations to adjust to the experience and my initial frustration faded away.  There are a couple of important places in the forest that I would need to come back to later on, but finding them again was simple enough.  The real meat of the game came for me once I entered the boarded up old house.

Everything about Zork I kept me wanting to keep playing, even when other minor annoyances such as real life encroached on my play time.  I allowed my curiosity to draw me in and was richly rewarded for the experience.  Mapping out Zork I can be a tricky thing if you’re not prepared for the fact that following a path from point A to point B doesn’t guarantee a return trip by following the same steps.  Many paths are one way and while I’m trying to keep this project as authentic as possible (playing on a real IIe, for example), I’m happy I decided to rely on Trizbort to handle my mapping needs.  I’d have gone through several tablets of graph paper by now, otherwise.

Once I got into the house, the game really began, quickly providing me with some basic tools I’d need to get killing trolls, collecting treasure and avoid being eaten by a grue along the way.  Armed with my trusty glowing sword and brass lantern, I sallied forth into the Great Underground Empire.

(Part II tonight)…

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Blogging Infocom 2.0 – Zork I (Take 2)

Rather than try to “live-blog” my play experience with the Infocom titles, I’ve decided to wait to post an entry here until I’ve finished a game and let it digest for a while as a whole entity.  That way, I can hopefully avoid a second round of angry emails like the one I received this morning (all three of them) calling me a “whiny loser” when I complain about the forest map and instead present both the good and bad of each entry.  I’m not necessarily a fan of this approach, as I’m not someone who suffers from too much introspection and I doubt my wrap ups will be very interesting, but maybe it will produce a more reasoned (and reasonable) final product.

Or something.

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Blogging Infocom, Day 0.5: Opening Credits

Coincidental to my previous post, Jimmy Maher, who writes excellent stuff and is generally awesome over at The Digital Antiquarian blog, put up an in-depth piece about Zork on the PDP-10.  It’s great stuff.  Be sure to check it out before you dive into my ramblings here.

For further reading and general interactive fiction enlightenment, visit the blog Renga in Blue, where high school math teacher Jason Dyer writes about all things text adventure-ish and is currently doing the same thing I am, only on a much larger scale.  Instead of just Infocom, Jason is blogging his way through *every* IF title ever produced.  Whew!  It’s quite a project, but he’s doing a heck of a job so far.  I’d be envious of the progress he’s already made, but that just sounds exhausting.

And now, on with the show.

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Blogging Infocom–Day 0

In the spirit of John Cage’s excellent Blogging Ultima, I’ve decided to play through every Infocom game from beginning to end, in the order that they were published.

 

zork ad

This product announcement for ZORK, which ran in the September 1980 edition of The Mini-Tasker, the DECUS RT-11 SIG Newsletter, was Infocom’s very first advertisement.

My motivation for doing this is simple.  Over the years, I’ve owned a copy of nearly every Infocom game, but I’ve only finished two or three of them.  Sometimes, I just lost interest in the title, or got distracted by another game and never returned to it.  But mostly, I just gave up after encountering a particularly vexing puzzle or maze that I couldn’t be bothered to solve.  With a resurgence of my personal interest in interactive fiction spurred on largely by Jason Scott’s excellent GET LAMP documentary, I’ve decided that it’s time to once again slay the proverbial dragon, or at least try to avoid being eaten by a Grue.

I expect this to be somewhat different than what Cage encountered as he played his way through Sosaria, Britannia and the other lands of Richard Garriott’s imagination.  Infocom’s games are more numerous, but offer shorter gameplay per title.  Additionally, most are standalone games or short series written by different authors, rather than a continuation of a plot and storylines that arc over the entire run of games and guided by one person’s vision.

For actual play, I’ll be using the Apple IIe on the desk next to me.  I have most of the original disks I bought way back when with my hard-earned lunch money and allowance; in the cases where I can’t find a disk, or the floppy has gone bad I’ll probably rely on ADTPro and disk images.  I can’t really imagine a scenario where I’d have to go with an emulator over the real thing to play.  I might switch over to Virtual ][ or AppleWin to take the occasional screenshot.

shot1

And finally (yes, I know I’m rambling), I’m not planning on using any of the ready-made walkthroughs that are easily available on the Intarwebs.  I’ll be sticking to my collection of Infocom Invisiclues and my copies of the first two volumes of Kim Schuette’s excellent “Book of Adventure Games” series.  Desk space is at a premium in my cramped, dirty little office and my pencil-drawn mapping skills are atrocious, so I’ll by doing all my maps in the excellent Trizbort program.

Up next: ZORK I. Stay tuned…

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Season’s Greetings

 

christmas

 

Happy holidays, everyone!  Yes, that’s me and yes, I wrote the AppleSoft BASIC program that rendered the “Merry Christmas” on the screen.  The white sleeve on the left edge of the card belongs to the blouse my sister was wearing.  I decided to protect her privacy (and maybe a bit of her dignity) and cropped her out of the scan.

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And the Winner is…

I figured this would be an easy one, and it was.  I consider this a good thing, as it encourages participation (and adding a prize didn’t hurt either, I’m sure).  I had seven entrants, all of whom correctly guessed that the screen capture was taken from the 1985 movie, Explorers.

explorers2

I find it amusing that, in a similar fashion to the image from the previous contest, the Apple IIc used by the kids to control the ship throughout the movie was never visibly plugged in to a power source.  In the scenes shot in the basement of Wolfgang’s house, that makes sense – wires and outlets tend to be tucked away until the plot calls for them.  But this IIc was magical.  It even worked outdoors, sitting on a rock with no electrical outlet in sight.

At one point, Wolfgang pulls a 9-volt battery from a compartment in the monitor and explains that this is how everything is powered, which might make sense except that a single 9-volt cell obviously doesn’t provide enough energy to run an Apple IIc and even if it did, nothing is plugged into the IIc’s power input, as mentioned in the previous paragraph.

Ah, movie logic.

As an interesting aside, Explorers marked the first major roles for two of its young stars, Ethan Hawke and River Phoenix.  It also featured an unrecognizable Robert Picardo in an early role.  Several, actually.

Explorers-Wak-4

Anyway, on with the show.

The winner of the 6502Lane Tuesday Trivia Contest, and box of Apple-branded 3.5” floppy disks is…

Joseph Bailey!

Congratulations, Joseph.  I’ll be sending you an email shortly.  To everyone else who participated, thanks for playing along.  This was fun and I’ll probably do it again shortly.

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Trivia Contest Prize

Found it! Here’s what the trivia contest winner gets to take home:

 

prize_thumb

 

It’s a box of 3.5” 800K Apple-branded floppy disks, still sealed.  As I said, nothing major but hopefully not complete crap, either.  Perfect for use with your Apple IIGS, or for sitting on the shelf, collecting dust.

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Yet Another Tuesday Trivia Contest

It’s getting late, but it’s still Tuesday in some parts of the world, so here goes.

Yes, it’s yet another installment of the contest that just won’t go away.  This is going up mostly because I haven’t posted anything here for a while – my attention has been focused on the podcast and the scans recently – and I don’t want my three regular readers to get bored and go away.

To make it more interesting, I’m actually giving away a prize to the winner this time.  I’m not going to announce what the prize is just yet (because I have to find it first, and if I can’t locate what I have in mind, I’ll give you something else), but you *will* get something.  It will be small, because this is an easy one, but it’s better than nothing I suppose.

In the case of multiple correct answers, a winner will be chosen at random.  This contest will run until midnight onTuesday, November 8th.

So, dear readers, from what movie is this screencap taken?

contest

Oh, and you’ll need to email the answer to me directly.  No answers in the comments will be accepted.  No naughty copying off your neighbor’s paper.

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