[HN Gopher] 1977: Zork
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       1977: Zork
        
       Author : fanf2
       Score  : 214 points
       Date   : 2021-02-18 16:30 UTC (6 hours ago)
        
 (HTM) web link (if50.substack.com)
 (TXT) w3m dump (if50.substack.com)
        
       | pugworthy wrote:
       | As someone that first played Adventure on a teletype in 1976, I
       | always seem to take affront to article titles implying Zork was
       | there first.
       | 
       | 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.
        
         | iainctduncan wrote:
         | the very first sentence says that Adventure was first.... :-/
        
         | iainctduncan wrote:
         | True, but they really raised the bar with their parser!
        
       | dang wrote:
       | If curious, from the archives:
       | 
       |  _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?
        
       | throwaway123x2 wrote:
       | Does anyone know of tools to make very basic text games and
       | publish them to the web... like Choose Your Own Adventure type
       | stories?
        
         | DonHopkins wrote:
         | Logo Adventure:
         | 
         | https://donhopkins.medium.com/logo-adventure-for-c64-terrapi...
        
         | ineptech wrote:
         | "Interactive Fiction" is probably the search term you need.
         | Might start here:
         | http://www.ifwiki.org/index.php/FAQ#How_can_I_write_my_own_g...
        
         | tomku wrote:
         | Twine: https://twinery.org
        
           | throwaway123x2 wrote:
           | This looks great, thank you!
        
           | immigrantsheep wrote:
           | Inky as well https://www.inklestudios.com/ink/
        
           | the_af wrote:
           | This.
           | 
           | 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.
        
         | TheHideout wrote:
         | If you're interested in trying to do it in Rust, I've made a
         | series of simple text games that you could use as an example
         | [0]. Rust will work for web and someone has added web support
         | for these, but I haven't merged it in yet.
         | 
         | [0] https://github.com/Syn-Nine/rust-mini-games
        
         | screaminghawk wrote:
         | I've used this angular framework in the past with great success
         | https://github.com/danielstern/cyo
         | 
         | Searching "cyoa" on github brings back a tons of results that
         | you can filter through to meet your tech stack needs.
        
         | moreoutput wrote:
         | Let me shamelessly plug a project I'll probably always be
         | poking at: https://github.com/MoreOutput/RockMUD
         | 
         | I mainly played DIKU stuff so it feels a bit like that OOTB,
         | but its very flexible (i hope).
        
         | JoeDaDude wrote:
         | FWIW: In one of my classes, the teacher taught us Prolog by
         | making us write a text adventure using it. It turned out to be
         | well suited to the task. Except for the "publish to the web
         | part".
         | 
         | https://www.cis.upenn.edu/~matuszek/cis554-2015/Assignments/...
        
         | senkora wrote:
         | The people I know who have done this have used Inform:
         | http://inform7.com
        
         | thaumasiotes wrote:
         | The tool to publish a Choose Your Own Adventure story to the
         | web is just HTML. You have passages of text that link to other
         | passages of text.
        
           | samizdis wrote:
           | You can also use Google Forms, and embed those within Google
           | Sites. I've been doing this to create media training
           | exercises for interviewing techniques, and they've been
           | popular with the journalism students.
        
       | SethMurphy wrote:
       | Zork was responsible for my initial interest in computer
       | programming (and first program in BASIC, forever lost). Probably
       | loved it because it was so much like a choose your own adventure
       | book of the times.
        
       | daniel5151 wrote:
       | One of the coolest technical aspects of early Infocom text
       | adventure games is that most games weren't actually written using
       | native assembly code for the platforms they ran on, and were
       | instead compiled down to "z-code", a bytecode which ran on the
       | "z-machine" virtual machine architecture. Z-machines are pretty
       | niftly little bits of tech, as while they have a lot in common
       | with regular 'ol machine code, the z-machine spec also includes
       | dedicated instructions for fetching text input from the user,
       | outputting text to the console, saving/loading data to disk,
       | etc...
       | 
       | 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 :)
       | 
       | [1] https://github.com/DeMille/encrusted
       | 
       | [2] https://github.com/daniel5151/embcrusted
        
         | jimmaswell wrote:
         | I used to play a lot of z-machine text adventures on the
         | original iPod Touch with an app called Frotz. It was pretty
         | cool to see stuff from the 80s running on a modern tiny
         | portable computer like that.
        
         | simmons wrote:
         | I was reading an article about the Z-Machine recently [1], and
         | I was quite surprised that in addition to being a virtual
         | machine, it also implemented virtual memory! Thus, pages could
         | be swapped in and out of disk as needed. (Since CPUs like the
         | 6502 didn't have a hardware MMU, I guess this was an explicit
         | software step -- i.e. a called function that would check if the
         | page was loaded, and if not, arrange for its load.)
         | 
         | 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.
         | 
         | [1] https://www.filfre.net/2012/01/zil-and-the-z-machine/
        
       | germinalphrase wrote:
       | Has anyone built a CYOA based on verbal input? Is there an
       | available toolset with which to do so?
        
         | pmiller2 wrote:
         | You could do that with whatever interactive fiction tools you
         | want, combined with some form of speech to text software. For
         | instance, Inform 7 for your IF tool, and any of the following
         | for speech to text: https://www.lifewire.com/state-of-linux-
         | voice-recognition-22...
         | 
         | 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. :/
        
           | germinalphrase wrote:
           | Thanks. It really is the voice to text that is the concern. I
           | noodled around with an interactive fiction game concept a
           | while back focused on a nuclear showdown.
           | 
           | 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.
        
             | aaronareed wrote:
             | This is an incredible game idea and you should absolutely
             | make this because I want to play it!
        
             | pmiller2 wrote:
             | Why would the device need to be any more complicated than a
             | bluetooth speaker and microphone driven by a Raspberry Pi
             | or something? That effectively reduces all the engineering
             | necessary to making a case for the Pi that looks like a red
             | rotary or push button phone, and stuffing a speaker and mic
             | into the handset.
        
               | germinalphrase wrote:
               | Right. That is clearly the general answer. Ideally - I
               | would like it to be an actual red push button telephone
               | with multiple lines to add complexity to the narrative -
               | but simpler would be a fine start.
               | 
               | Edit: basically - put a game inside this
               | https://share.icloud.com/photos/0IH5hOBO_KECT2gSpzd5-n_4g
        
               | pmiller2 wrote:
               | That doesn't seem terribly tough, either, given that the
               | Pi has 40 GPIO pins:
               | https://projects.raspberrypi.org/en/projects/physical-
               | comput...
               | 
               | 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/docu
               | mentation/usage/gpio/python/...
        
       | iainctduncan wrote:
       | The fact that one of them was working on a PhD on a lisp variant
       | makes a whole lot of sense. No wonder. Great article!
        
       | doggydogs94 wrote:
       | The old 1970s era Star Trek game is available on iOS; command
       | line interface replaced with a few buttons. It is called Old
       | Trek.
        
       | not2b wrote:
       | I played Zork via the Arpanet in 1978. (Yes, I'm "experienced").
       | A friend showed me how to reach the net via a local phone call,
       | even though we were in a school computer lab Washington, DC and
       | were accessing a machine at MIT. We had a 300 baud modem and a
       | DECwriter terminal; we wasted a lot of paper playing the game.
        
       | tibbydudeza wrote:
       | Stationfall Planetfall A mind forever voyaging (still have it on
       | my shelf)
       | 
       | Classics.
        
       | krumpet wrote:
       | I'm still playing Zork (Planetfall, Enchanter, and Deadline too)
       | and have been since the early 80s. Even though I've never solved
       | them, they never fail to warm my heart. Along with my collection
       | of dusty, hand drawn maps I journey onward! Thanks for the
       | memories, Infocom.
        
       | lolive wrote:
       | Definitely off-topic, but I was fond of a textual adventures on
       | my father's MacSE. There was anyway an image alongside the text
       | to illustrate the descriptions. It started in a monastery, where
       | everyone had disappeared. You had to travel around and grab
       | things. And (bug or not), you were sometimes teleported to an
       | arena where you had to fight a T. rex. I cannot remember anything
       | else. But I spent an awful lot of time figuring out how to win
       | that game (and died 99.9% of the times because of that T. rex).
        
       | the_af wrote:
       | 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!
        
         | ctdonath wrote:
         | I reached the last chamber in Adventure. Never did figure out
         | what to do next & last.
        
         | [deleted]
        
         | the_af wrote:
         | And how could I forget!                   xyzzy
        
         | markus_zhang wrote:
         | I first tried my hand on Zork about 15 years ago, and I never
         | finished it too, probably only 5-10% done on my end. But the
         | experience was pretty good for that short play. Yeah and I got
         | eaten by the grue...
        
         | jansan wrote:
         | I was late for Zork and only played "Hitchiker's Guide to the
         | Galaxy" with friends. This essential command I will always
         | remember:                 Take tea and no tea
        
           | slices wrote:
           | So that's the solution!
           | 
           | That was one of life's greatest unsolved mysteries for me.
           | The hours I spent trying to figure that out...
        
       | mwcremer wrote:
       | Most of Infocom classics can be found at e.g.
       | https://github.com/historicalsource/zork1
        
       | blackrock wrote:
       | > You are in an open field west of a big white house, with a
       | boarded front door. There is a small mailbox here.
       | 
       | 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?
        
         | tomku wrote:
         | There are still people making new works of interactive fiction,
         | including in the parser-based style of Adventure or Zork. You
         | can find a lot of the more recent games on IFDB[0] and general
         | info about IF and the community on IFWiki[1]. Most modern
         | parser games are built for VMs with interpreters available for
         | many operating systems and types of devices, with Lectrote[2]
         | being a common recommendation for desktop platforms.
         | 
         | [0]: https://ifdb.tads.org
         | 
         | [1]: http://ifwiki.org/index.php/Main_Page
         | 
         | [2]: https://github.com/erkyrath/lectrote
        
         | lapetitejort wrote:
         | Without first checking, I can confidently say you'll probably
         | be able find a good modern interactive fiction game on itch.io.
        
       | markbnj wrote:
       | I have Zork from Infocom in the original packaging with 5.25
       | floppies... wonder if it's worth anything?
        
         | mongol wrote:
         | Ebay has this for USD 80
        
         | keyle wrote:
         | This isn't like an old camera that can still be used to shoot
         | amazing pictures... Your floppies are mostly sentimental. The
         | game is wildly available online and even on the web as web app.
         | 
         | I'd recommend you frame them carefully and hang them in pride
         | on your wall.
        
       | sillyquiet wrote:
       | There's going to be lots of these anecdotes, but Zork was the
       | first computer game I ever obsessed over, on my cousin's C64.
       | Hand-drawn maps and notes about clues, getting eaten by the grue
       | on purpose, getting frustrated at the maze of twisty passages,
       | and of course entering random curse words just to be scolded by
       | the game. Much more recently, I played a web-browser based port
       | of the game and even accounting for nostalgia, it held up for me!
        
       | easton_s wrote:
       | "kill troll with sword" was my mavis beacon
        
       | iainctduncan wrote:
       | I often think I owe Infocom my career! I believe it was hugely
       | valuable to have started hobby hacking at a young age, and Zork
       | was what made we want to do it. Their language parser was just so
       | cool. Like many of you I'm sure, a text adventure game was my
       | final project in computer science at high school too. :-)
        
       | sethammons wrote:
       | my favorite thing I did on zork so many moons ago was something
       | very much like:                 > kill self         with what?
       | > self         sorry, you do not have the you
       | 
       | I will forever remember that I do not have the you.
        
       | narrator wrote:
       | Anyone play Aidungeon.io? They hooked GPT-3 up to make a Zork
       | where you can do basically anything and the game will come back
       | with something that's at least interesting.
       | 
       | 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.
        
         | chongli wrote:
         | It's amusing but it's not a game. It will respond with
         | something (often amusing) to any promos you write but there
         | aren't any rules to what you get back and there are no puzzles
         | to solve.
         | 
         | Zork, on the other hand, is an actual game you can solve,
         | complete with a scoring system.
        
           | haolez wrote:
           | I think aidungeon would be very similar to a game if it
           | remembered the past sentences that the player and the AI have
           | input so far. So far, it seems to create a new context from
           | scratch for each and every sentence from the player.
        
         | crtasm wrote:
         | Has there been any major updates in the last 6months or so? It
         | was a lot of fun to play around with but didn't remember all my
         | earlier decisions so felt pretty inconsistent.
        
         | reaperducer wrote:
         | _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.
        
           | narrator wrote:
           | Those BBS games back in the day were only 1 or 2 people
           | though because they required one to tie up a phone line to
           | play and most home setups couldn't support more than a few
           | nodes, at least until the 90s.
        
             | reaperducer wrote:
             | _Those BBS games back in the day were only 1 or 2 people_
             | 
             | 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$.
        
       | JoeDaDude wrote:
       | Some material for those that want to dig further:
       | 
       | 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.
       | 
       | https://mitpress.mit.edu/books/twisty-little-passages
        
       | m463 wrote:
       | When I first played what is now called zork, it was called
       | dungeon.
        
       | VadimPR wrote:
       | If you'd like to dig further, online text games (MUDs) are still
       | around. https://mudlet.org is a nice modern client for playing
       | them!
       | 
       | (bias: I'm the project lead)
        
         | CobrastanJorji wrote:
         | And don't forget that MUDs led to the wider field of
         | "interactive fiction," which covers MUDs but also a bunch of
         | other really fascinating ways of telling stories with
         | interactive text. There are oodles of them at
         | https://ifcomp.org/ and https://ifdb.tads.org/
        
         | pmiller2 wrote:
         | I have not played MUDs in a long time, but, when I did, I
         | always just got by with Tintin++. I never went all the way and
         | wrote an actual bot that could run unattended, because there
         | were so many different things that could really mess up your
         | bot, or, at least cause it to act impolite, that it looked like
         | more trouble than it was worth. Also, I wasn't that great at
         | scripting with tt++. :P I was, however, (literally) a wizard
         | with LPC.
        
         | aurelius12 wrote:
         | Hi Vadi! Sarapis here. ;)
         | 
         | 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
        
           | bcrosby95 wrote:
           | Five! To think I've been goofing off with MUDs for personal
           | projects the last 20 years and have only written maybe .05 of
           | a MUD.
        
           | Ciph wrote:
           | I used to be a cat-like dual wielding rapier knight with
           | totem-skills, had a lot of fun with my old guild until the RP
           | requirements were dropped. Still z thank you and the rest of
           | the gang fort giving me so much fun and be able to meet so
           | many nice people. I'm sure my character (Shearr) is still
           | gathering dust somewhere :-)
        
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       (page generated 2021-02-18 23:00 UTC)