rec.games.int-fiction FAQ 2/3

Archive-name: games/interactive-fiction/part2
URL: http://bang.ml.org/faq/
Maintainer: Stephen van Egmond <svanegmond@home.com>
Version: 1.1


   A strange little man in a long cloak appears suddenly in the room. He
   is wearing a high pointed hat embroidered with astrological signs. He
   has a long, stringy, and unkempt beard.
   
   The Wizard draws forth his wand and waves it in your direction. It
   begins to glow with a faint blue glow. The Wizard, in a deep and
   resonant voice, speaks the word "FAQ!" He cackles gleefully.
   
     Infocom (2.0)
   
     This is part 2 of the Frequently Asked Questions list for the group
     rec.games.int-fiction, a Usenet newsgroup for the discussion of
     Interactive Fiction games and related topics. To read a specific
     question, use your newsreader's search function on the string
     "(n)", where n is the question number, or click on one of the links
     below if you are viewing this in HTML.
     
     Contents of this file:
        Hard-to-find and early products:
        Non-Infocom "Infocom" offerings:
    Recommended interpreters:

     Part 1 covers the elements of rec.games.int-fiction. Part 3 covers
     non-Infocom game producers.
     
     The current maintainer is Stephen van Egmond. Questions and
     information should be mailed to mailto:svanegmond@home.com. The
     most recent version is at http://bang.ml.org/faq/
     
   The dream dissolves around you as his last words echo through the
   void....
   
   >AIMFIZ FORD PREFECT
   As you cast the spell, the moldy scroll vanishes!
   
   After a momentary dizziness, you realize that your location has
   changed, although Ford Prefect is not in sight...
   
   Dark
   You can make out a shadow moving in the dark.
   
   >LOOK AT SHADOW
   The shadow is vaguely Ford Prefect-shaped.
   
   Vogon Hold
   This is a squalid room filled with grubby mattresses, unwashed cups,
   and unidentifiable bits of smelly alien underwear. A door lies to
   port, and an airlock lies to starboard.
   
   Ford removes the bottle of Santraginean Mineral Water which he's been
   waving under your nose. He tells you that you are aboard a Vogon
   spaceship, and gives you some peanuts.
   
   >ASK FORD ABOUT INFOCOM
   A long silence tells you that Ford Prefect isn't interested in talking
   about Infocom.
   
   Ford yawns. "Matter transference always tires me out. I'm going to
   take a nap." He places something on top of his satchel. "If you have
   any questions, here's The Hitchhiker's Guide to the Galaxy" (Footnote
   14). Ford lowers his voice to a whisper. "I'm not supposed to tell you
   this, but you'll never be able to finish the game without consulting
   the Guide about lots of stuff." As he curls up in a corner and begins
   snoring, you pick up the Guide.
   
   >CONSULT GUIDE ABOUT INFOCOM
   The Guide checks through its Sub-Etha-Net database and eventually
   comes up with the following entry:
   
     Whatever happened to Infocom, anyway? (2.1)
   
     This information is taken from [what was once] the
     comp.sys.ibm.pc.games FAQ, with thanks to Infocom's Stu Galley for
     passing it along:
     
     [Thanks to Dave Lebling (Infocom co-founder) for the definitive
     info on this]
     
     Infocom never went out of business. It went deeply into debt to
     develop a database product (named Cornerstone) that was a
     commercial flop. It went shopping for a merger and found
     Activision, which later changed its name to Mediagenic. What did
     happen is that in May of 1989 Mediagenic closed down the "real"
     Infocom in Cambridge, Massachusetts, and laid (almost) everyone
     off. All the releases up through Zork Zero, Shogun, Journey, and
     Arthur were developed in Cambridge.
     
     Mediagenic licensed the UK rights to the games to Virgin
     Mastertronic about two years ago.
     
     Mediagenic went nearly bankrupt, was taken over by outside
     investors, and taken through a so-called "pre-packaged Chapter 11
     bankruptcy" in January, 1992. As part of that process, they changed
     their name back to Activision, moved from Silicon Valley down to
     LA, and recently merged with a company owned by the investors
     (called The Disc Company). Activision continues to release new
     products under the Infocom label, including collections of
     Infocom's text adventures. Their graphical CDROM adventures have
     been greeted with dour grunts on rec.*.int-fiction, but the games
     seem to be improving in quality with every new release.
     
   You begin to feel distinctly groggy.
   
   >WHAT IS A ZORKMID?
   
     How did Infocom make those neat packages? (2.2)
   
From: Dan Schmidt
Newsgroups: rec.games.int-fiction

Fredrik Ekman  wrote:
>I am wondering who wrote the stuff that came with the classic Infocom
>packages, such as the Enchanter "History of Magic" or the Leather
>Goddesses comic-book. Was it the game authors or someone else?
>Was there some kind of "editor" for the game packages that had the
>over-all responsibility for art, text and extra gimmicks?

     I work with Mike Dornbrook, so I asked him. Here's his response:
     [MD developed InvisiClues and had an illustrious career in
     Infocom's marketing department.]
     
     There were actually quite a few people involved in creating the
     package elements for Infocom games. The game authors (we called
     them "the implementors") were the primary writers. The first exotic
     package was for Deadline (the third game, after Zork I and II). It
     was created because Marc Blank couldn't fit all the information he
     wanted to include into the 80K game size. Marc and the ad agency,
     Giardini/Russel (G/R), co-created the police dossier which included
     photos, interrogation reports, lab reports and pills found near the
     body. The result was phenomenally successful, and Infocom decided
     to make all subsequent packages truly special (a big benefit was
     the reduction in piracy, which was rampant at the time).
     
     The first 16 packages were done in collaboration with G/R. David
     Haskell was the primary copywriter for Infocom materials (ads,
     catalogs, package elements, etc.). G/R typically did the "fluffier"
     pieces. Infocom's game implementor (and one of the co-founders)
     Dave Lebling wrote "The History of Magic" in Enchanter, but G/R
     wrote the "True Tales of Adventure" in Cutthroats. [The attentive
     reader will note that Sorcerer has a creature named "Geearr", which
     is absolutely not a coincidence. --SvE]
     
     We were spending a fortune on package design ($60,000 each on
     average in 1984 - just for design!), so we eventually decided to
     bring it in-house. I hired an Art Director, Carl Genatossio, a
     writer, a typesetting/layout person, and someone to manage all
     printing and purchasing of all the "feelies" in the packages. These
     folks (plus an occasional contractor during busy periods) did all
     the packages, hint books, New Zork Times, sell sheets, etc. from
     1985 until the end in 1989. There were two writers during that time
     period - Elizabeth Langosy for most of it, then Marjorie Gove.
     Again there was a mix of game implementor writing and "marketing"
     writing. For instance, Steve Meretzky wrote the comic book in
     Leather Goddesses, but Elizabeth wrote the newspaper in Sherlock.
     
     An unsung heroine of Infocom was our Production Manager, Angela
     Crews. She was responsible for acquiring the scratch-n-sniff cards,
     ancient Zorkmid coins, glow-in-the-dark stones, etc. which made the
     packages so distinctive. It was often an incredibly difficult task.
     
     As for who oversaw all of this, again, there were many responsible.
     The Product Manager (first me, then Gayle Syska, then Rob Sears)
     worked with the Implementor and the Art Director to come up with a
     concept for the package and hammered out the details of the
     elements. All of these folks were intimately involved in the
     approvals, editing, tweaking, etc. which all of the elements
     underwent over a 3 to 4 month period. And many others (from the
     President, to Sales, to Testing) put in their two cents along the
     way.
     
     I would estimate that each Infocom package had 1.5 man-years of
     effort invested in its creation.
     
     Regards,
     -Mike Dornbrook
     
   You begin to feel indistinctly groggy.
   
   >LOOK UNDER MATTRESS FOR IMPLEMENTOR
   
     Hey, anybody know how I can reach Steve Meretzky? (2.3)
   
     The members of the original Infocom crew have moved on to other
     positions. Any kind of "where are they now" would probably be
     wrong, out of date, and almost certainly unwelcome. David Lebling
     has recently surfaced on rec.*.int-fiction to comment from time to
     time, and so has Liz Cyr Jones, Brian Moriarty and others. Other
     implementors may be lurking; nobody knows.
     
   You see nothing else interesting.
   
   >CONSULT GUIDE ABOUT CLASSIC INFOCOM PRODUCTS
   The Guide checks through its Sub-Etha-Net database and eventually
   comes up with the following entry:
   
     Classic Infocom Titles (2.4)
   
     Classic Infocom is generally defined to be anything before Return
     to Zork. Activision owns the rights to all the Infocom games and
     trademarks, and occasionally releases them in some repackaged form
     or another.
     
     Activision is currently [footnote 42] selling a compilation of
     classic Infocom called "Classic Text Adventure Masterpieces". This
     CD (which works on PC or Mac) meets practically every wish of the
     rec.games.int-fiction readership, except for wide availability.
     There is little Activision can do to force stores to carry their
     product.
     
     The CD includes the following games: A Mind Forever Voyaging;
     Arthur: The Quest For Excalibur; Ballyhoo; Border Zone;
     Bureaucracy; Cutthroat; Deadline; Enchanter; Hollywood Hijinx;
     Infidel; Journey; Leather Goddesses Of Phobos; Lurking Horror;
     Moonmist; Nord And Bert Couldn't Make Head Or Tail Of It;
     Planetfall; Plundered Hearts; Seastalker; Sherlock; Sorcerer;
     Spellbreaker; Starcross; Stationfall; Suspect; Suspended; Trinity;
     Wishbringer; Witness; Zork Zero; Zork I; Zork II; Zork III; Beyond
     Zork.
     
     Notable by their absence are Hitch Hiker's and Shogun, which are
     not included since the rights to distribute those games have
     reverted back to the original authors.
     
     Also included is the top 6 winning entries from the 1995
     Interactive Fiction authorship competition, a "Very Lost Treasures
     of Infocom" section containing old game ideas, statements of
     principle, and e-mail archives from Infocom's heyday. All maps and
     documentation are provided in Adobe Acrobat format which can be
     printed out.
     
     The packaging bears little resemblance to the originals; notably
     absent are the plastic or metal trinkets that were included in
     packages (for example, The Hitch-Hiker's Guide to the Galaxy
     included peril-sensitive sunglasses, a "Don't Panic" button, a
     zip-lock baggie containing a microscopic space fleet, and printed
     orders for the destruction of your home and planet). Infocom's
     original packaging is legendary in the software industry.
     
     Cost: about $20 US, it has been seen in reasonable quantity at Best
     Buy stores and should be at Babbages', Sofware Plus and others. It
     can be ordered direct from Activision or from your favourite online
     CD-ROM retailer (visit Yahoo for a list).
     
     If you are looking for pirated copies of classic products, don't
     bother asking on this newsgroup. In fact, don't bother at all. Many
     of the games rely on materials in the game package for copy
     protection, either in the form of knowledge you would have by
     reading it, or data that you need to look up.
     
   Ford is curled up on the bed, snoring loudly.
   
   >FOOTNOTE 42
   
     Previous Infocom compilations you still might find (2.5)
   
     Infocom, in its pre-Activision days released trilogies (The Zork
     Trilogy, for example, or the Enchanter trilogy containing
     Enchanter, Sorcerer and Wishbringer) containing a subset of the
     trinkets found in the original packages. Like almost all other
     original Infocom packages, these are now collectors' items.
     
     Activision has released its own series of compilations:
     
   "The Lost Treasures of Infocom I"
          is a collection of 20 Infocom games. You may be able to obtain
          it through mail-order outlets or used from someone who doesn't
          want it anymore. The package was available for the IBM PC, the
          Apple Macintosh and the Commodore Amiga. The CD and floppy
          editions were identical.
          
          The games in LToI I were:
          
          + Zork I
          + Enchanter
          + Deadline
          + Starcross
          + Zork II
          + Sorcerer
          + Witness
          + Suspended
          + Zork III
          + Spellbreaker
          + Suspect
          + Planetfall Zork Zero
          + Ballyhoo
          + Infidel
          + Stationfall
          + Beyond Zork
          + Moonmist
          + Lurking Horror
          + Hitchhiker's Guide to the Galaxy
            
          The LToI 1 package was available for the Apple IIgs through the
          Big Red Computer Club, which sought and received permission
          from Activision to produce a IIgs version which used a
          hacked-up version of the InfoTaskForce (ITF) interpreter and
          did not include Zork Zero. Matt Ackeret's IIgs port of Zip is
          far better:
          ftp://ftp.gmd.de/if-archive/infocom/interpreters/zip/
          
          The package includes a manual which contains photocopies of all
          the original manuals and game pieces (such as the trading cards
          from "Spellbreaker", which are needed to solve a puzzle in the
          game), but some information is missing -- see section 2.7
          below.
          
          The package also contains a hint book, which looks like
          somebody took all the Invisiclues booklets and typed them into
          a text file. The hint book is riddled with spelling mistakes,
          formatting errors and other problems, but in most cases the
          mistakes are not serious enough to keep you from using it.
          
   "Lost Treasures of Infocom II"
          contained most (but not all) of the remaining Infocom text
          adventure games, and retailed for $29.95 through retail and
          mail order outlets. The games in the 3.5 disk version were:
          
          + Seastalker
          + Wishbringer
          + A Mind Forever Voyaging
          + Trinity
          + Cutthroats
          + Hollywood Hijinx
          + Bureaucracy
          + Border Zone
          + Plundered Hearts
          + Sherlock
          + Nord and Bert Couldn't Make Head or Tail of It
            
          The CD-ROM version contained Shogun, Arthur and Journey in
          addition.
          
          LToI2 was produced for the Macintosh and PC only. Users of
          other platforms can play the non-graphical games by
          transferring the files to their machine and playing them with a
          ZIP. (See question 2.8.)
          
          This package contains photocopies of the original packaging,
          but does NOT contain a hint book: Instead it contains a 1-900
          number which you can call to receive hints which is probably
          dead by now. Some information is missing for Bueaucracy. See
          question 2.7. LToI2 also incorrectly identifies Kevin Pope as
          the author of Nord and Bert Couldn't Make Head or Tail of It.
          Kevin Pope drew the cartoons which were included in the
          package. Jeff O'Neill wrote the game.
          
     After Lost Treasures, Infocom released its topical Collections.
     These are considered inferior to just about every other collection:
     
   Mystery Collection
          Ballyhoo, Deadline, Witness, Moonmist, Sherlock
          
   Adventure Collection
          Border Zone, Plundered Hearts, Cutthroats, Trinity, Infidel
          
   Comedy Collection
          Bureaucracy, Hollywood Hijinx, Nord & Bert
          
   Fantasy Collection
          Enchanter, Sorcerer, Spellbreaker, Seastalker, Wishbringer
          
   Science Fiction Collection
          Hitchhiker's, Suspended, AMFV, Starcross, Stationfall
          
   Zork Anthology
          Published by Activision in 1994 as a CD companion to the
          pseudo-Infocom title "Return to Zork". It contains Zork I, Zork
          II, Zork III, Beyond Zork, Zork Zero, and oddly, Planetfall.
          
   You begin to feel groggily indistinct.
   
   >EAT PEANUTS
   You feel stronger as the peanuts replace some of the protein you lost
   in the matter transference beam.
   
   An announcement is coming over the ship's intercom. "Ed tgrykonx
   jcavfluu nx jchotha otoyefti ltruvupirbi swrotrueft ochoollzitchogrya
   rd tfudeftd t ow ctrufudx jp wkonvuphuvd te h oulpkonz zollcava ri li
   lo ti l oe hfudx jirbtrugrys gvupp work oo sthaquio ta btoyr gkonr ga
   r or gz zr gi skwazitz zkwaa rerl ow cfluirbwroorktoyfimthad tulp oe
   he hfluo simbchogryr gu ni s."
   
   >CONSULT GUIDE ABOUT RECENT INFOCOM PRODUCTS
   The Guide checks through its Sub-Etha-Net database and eventually
   comes up with the following entry:
   
     Recent Infocom Products (2.6)
   
     Activision is working to build a following for Infocom's universes
     based on the modern trend to humongous games sprawling across
     hundreds of megabytes. Their offerings to date:
     
   Return to Zork
          A mid-1993 entry for the IBM PC, set far in the "future" of the
          Zork series. Difficult, hunt-the-pixels, graphical interface. A
          Macintosh version was released in mid-1994. PC Demo is
          available.
          ftp://ftp.gmd.de/if-archive/infocom/demos/zorkdemo.zip
          
   Zork: Nemesis
          A graphical CD-ROM adventure released in 1995. The interface
          has improved somewhat; the game includes amusing references to
          the Zork universe, but the plot is said to be irregular and the
          puzzles somewhat inconsistent. Said to be a huge improvement
          over RTZ.
          
   Planetfall: The Search for Floyd
          Originally said to be due out in 1995, this project was killed
          at Activision, revived with a release date in January 1997,
          then finally killed. The publically-accessible vestiges of this
          game include the demo included on the Masterpieces CD and some
          posts made by an Activision representative under the name
          "floydhere@aol.com", available from Deja News.
          
   Zork Grand Inquisitor
          Due to be released in 1997, this is Activision's most recent
          efforts in the Zork universe. The only thing I know is that it
          will incorporate a kind of multiplayer gaming: one user can
          "drive" the adventure while another watches. The users can swap
          controls and exchange messages. I can't access more information
          because Activision's site will serve pages to Netscape or
          Microsoft browsers only. Booooo.
          
   >CONSULT GUIDE ABOUT OTHER INFOCOM PRODUCTS
   The Guide checks through its Sub-Etha-Net database and eventually
   comes up with the following entry:
   
     Infocom's historical artifacts (2.7)
   
     There are a handful of games and other Infocom products that are
     not included in any of the compilations. These products range from
     hard-to-find early Infocom products to non-IF games made by other
     companies and marketed under the Infocom brand name.
     
     For more information about Infocom products, version numbers and
     Infocom products that were never released, see Paul David's
     Doherty's "Infocom Fact Sheet", which is periodically posted on
     rec.games.int-fiction and is also avaialable at
     ftp://ftp.gmd.de/if-archive/infocom/info/fact-sheet.txt.
     
Hard-to-find and early products:

   The Infocom Sampler (pre-1984?)
          This was the first of three demo products written by Infocom,
          containing (we think) excerpts from Zork I. The existence of
          this sampler is deduced mainly because a later version of the
          Sampler has serial number "ID2", suggesting an earlier "ID1".
          
   The Infocom Sampler (1984, 1985)
          This was the second of three samplers, containing excerpts from
          Zork I, Planetfall, Infidel and The Witness, and also
          containing a unique two-room puzzle that involved catching a
          butterfly. Available for virtually every computer on the market
          in 1985 (including the Osborne, Kaypro II, TRS-80 Color
          Computer, etc.) Superseded in 1987 by the third and final
          Infocom Sampler.
          ftp://ftp.gmd.de/if-archive/infocom/demos/sampler1_R55.z3
          
   The Infocom Sampler (Fall 1987)
          Third and final sampler containing puzzles from Zork I,
          Trinity, Leather Goddesses of Phobos and Wishbringer. IBM PC,
          Apple II and Commodore 64.
          ftp://ftp.gmd.de/if-archive/infocom/demos/sampler2.z3
          
   Fooblitzky (Summer 1985)
          A graphical game involving deductive logic, by Marc Blank,
          Michael Berlyn, Brian Cody, Poh C. Lim and Paula Maxwell. IBM
          PC, Apple II, Atari XL/XE series.
          
   Shogun, Journey, and Arthur: The Quest for Excalibur
          Versions for the Apple IIe and Amiga were produced, but are now
          rare. IBM and Mac versions are on LToI 2 CD-ROMs as well as
          Masterpieces. Shogun has been seen running on an Apple IIgs; it
          used IIe graphics rather than the IIgs' super-hires mode.
          
   Leather Goddesses of Phobos (Summer 1986)
          Activision chose not to include the original LGoP in either of
          the Lost Treasures packages, possibly to prevent confusion with
          the inferior sequel (see below) that was published at about the
          same time. A coupon in the LToI II package offered the IBM PC
          version of this game for an additional $10; versions for other
          machines, including the Apple II, Macintosh, Atari and Amiga,
          can only be obtained used, and you will probably have to look
          for awhile.
          
   Leather Goddesses of Phobos II: Gas Pump Girls Meet the Pulsating
          Inconvenience from Planet X
          This 1992 offering from "Infocom" had more in common with
          Leisure Suit Larry than with the original Leather Goddesses.
          Available for the IBM PC.
          
   The New Zork Times and The Status Line (1983? - 1988)
          The legendary Infocom newsletter. The name was changed in
          mid-1986 due to threatened legal action by a lesser-known
          newspaper serving a smaller area (Infocom promptly began using
          old newspapers for packing material when shipping games to
          their customers; by coincidence the NYT was the paper of choice
          for this purpose). Thirteen issues were published under the
          name 'NZT'; one issue (Spring 1986) was titled '****' and the
          remaining ten were published as 'TSL'. The newsletters are now
          collector's items, and a complete set is rare. Some articles
          are archived at ftp://ftp.gmd.de/if-archive/infocom/info and at
          http://www.csd.uwo.ca/~pete/Infocom/
          
          There is an effort underway on rec.games.int-fiction to create
          complete electronic editions of these newsletters. Watch this
          space for more information.
          
   Cornerstone (Fall 1984)
          Infocom's one and only attempt at a commercial business product
          (see section 2.1, above); probably of interest only to purists.
          IBM PC version only; description in Winter 1985 NZT.
          
Non-Infocom "Infocom" offerings:

   Infocomics (1988)
          Many believe that this is the point where
          Infocom-as-a-publisher ended and
          Infocom-as-a-brand-name-for-lesser-products began. IBM PC,
          Apple II, Commodore 64/128. At least four of these $12 'comic
          books' were published:
          
          + Lane Mastodon vs. The Blubbermen
          + Gamma Force in Pit of a Thousand Screams
          + ZorkQuest I: Assault on Egreth Castle
          + ZorkQuest II: The Crystal of Doom
            
   Quarterstaff: The Tomb of Setmoth (Fall 1988)
          Activision purchased the rights to this Macintosh game from
          Simulated Environment Systems in late 1988, and reworked the
          text and user interface. The game is a graphical RPG similar to
          a number of D&D-type games on the market. Infocom planned to
          release this game for the Apple IIgs and IBM, but only the
          Macintosh version was ever published.
          
   BattleTech: The Crescent Hawk's Inception (Fall 1988)
          Activision now sells this game and its sequel (BattleTech: The
          Crescent Hawk's Revenge) as part of a three-game package of
          BattleTech-related games. Developed by Westwood Associates.
          "Available in November [1988] for the IBM, in February [1989]
          for the Commodore 64/128, and in [Spring 1989] for the Apple II
          series and the Amiga." The IBM, Amiga and Commodore 64 versions
          have been sighted; the status of the Apple II version is
          unknown.
          
   Simon The Sorcerer
          Infocom was used as the label for IBM and Mac distribution for
          this Sierra-style graphical adventure. Amiga distribution was
          by Adventure Soft.
          
   Circuit's Edge
          IBM, Amiga, and "other 8-bit platforms". A science-fiction RPG
          based on Effinger's world in the story "When Gravity Fails".
          
   Mines of Titan
          IBM, Amiga, Apple IIe and "other 8-bit platforms". A
          science-fiction RPG set on the moon Titan. Originally released
          as _The Mars Saga_ on the 64. Written by Westwood Associates.
          
   Guards burst in and grab you and Ford, who comes slowly awake. They
   drag you down the corridor to a large cabin, where they strap you into
   large, menacing chairs...
   
   Captain's Quarters, in the poetry appreciation chair
   This is the cabin of the Vogon Captain. You and Ford are strapped into
   poetry appreciation chairs. The Captain is indescribably hideous,
   indescribably blubbery, and indescribably mid-to-dark green. He is
   holding samples of his favourite poetry.
   
   >ASK THE CAPTAIN ABOUT MISSING GAME PIECES
   One of the guards lightly bashes your skull with the butt of his
   weapon and says (Ford translates for you):
   
     Missing game pieces (2.8)
   
     Here is a list of missing or hard-to-find info in the Lost
     Treasures game packages. All have been typed in and are available
     at ftp://ftp.gmd.de/if-archive/infocom/shipped-documentation
     
   Ballyhoo
          The original packaging included an advertisement for a radio
          station, WPDL AM at 1170 KHz. You will need to tune the radio
          to this frequency (or TUNE RADIO TO WPDL) to get a vital clue.
          ftp://ftp.gmd.de/if-archive/infocom/shipped-documentation/bally
          hoo.lost.stuff
          
   Lurking Horror
          Your Login ID, an important part of one of the early puzzles,
          is *not* missing from the LToI manual. It's just hard to find.
          (Hint: It's written somewhere on your Student ID Card.)
          
   Bureaucracy
          Some important information from the Popular Paranoia
          advertisement is missing, as well as the Beezer card
          application in triplicate is absent from the LToI 2 package.
          ftp://ftp.gmd.de/if-archive/infocom/shipped-documentation/burea
          ucracy.lost.stuff
          
   Moonmist
          Your friend Tamara will make frequent references to the letters
          she wrote asking for your help; unfortunately, these letters
          are not included in the LToI package. The full text of these
          two letters is available from the ftp.gmd.de archive, with many
          thanks to Mark Howell for typing in these letters from the
          original package.
          ftp://ftp.gmd.de/if-archive/infocom/shipped-documentation/moonm
          ist.letters
          
   Zork Zero
          The original documentation for Zork Zero contained information
          about the game's on-screen mapping, which may be activated by
          typing in the command "MAP" at any time during the game. No
          mention is made of this in LToI 1.
          
          Also, some versions of the LToI package may be missing a
          (vital) map of the "Rockville Estates" section of the game. The
          map is a blueprint of a construction site ("Frobozz Magic
          Construction Company") showing an 8 x 8 grid of octagonal rooms
          connected by lines representing passages. You cannot win the
          game without the information on this map.
          
          Some copies of the LToI manual include this map on a page that
          is apparently numbered "40b" (the preceding page is "40a", and
          the next page is 41 -- the page with the map is not numbered),
          suggesting that the map was inserted after the first printing.
          Early IBM versions of the LToI manual include the map on page 2
          of the Zork I instructions.
          
          If your copy of the manual is missing page 40b, and you cannot
          find the map anywhere else in the game package, call Activision
          technical support at 310-207-4500 (Mon-Fri 9am-5pm PST) and
          explain the situation to them. They should provide you with a
          replacement map.
          
          If all else fails, the ASCII drawing on the next page is a
          rough but accurate rendering of the "Rockville Estates"
          blueprint for Infocom's Zork Zero. This map is provided for use
          by legitimate owners of the Lost Treasures of Infocom package
          only.
          
     0     1     2     3     4     5.... 6.... 7        Goobar -
                               .'    .'    .'           I left my hardhat
     8     9    10    11    12....13    14    15        out in lot 0.
                             : .'          .'           Please pick it up
    16    17    18    19    20    21    22....23               Thanks,
             `.          .'    .'    .'                         Quizbo
    24    25    26....27    28    29    30....31
           : .'                .'  :
    32    33    34....35    36    37    38....39
     :       .'          .'              : .'       To
    40    41    42....43    44....45    46    47....GUH-95
     : `.    .'  : .'    `.          .'    .'
    48    49    50    51....52    53    54    55
       `.              : `.        :       `.
    56....57....58    59    60    61....62....63
                                              ._____________________________
    Work still to be performed in Phase Two:  |Frobozz Magic Construction Co
      * Removal of temporary passages         |       ROCKVILLE ESTATES
      * Installation of emergency exits       |  Phase Two, showing all work
      * Installation of sprinkler system      | completed through 29-Mum-880
      * Construction of Concierge apartment   | 1:440 | drawn by S. Fzortbar

   The Vogon Captain says, "Ofudgrythafudo tw cchoe ho tz z ocavtrup
   wwroz zl mfluz ztruqui." A guard grabs you and Ford, and drags you
   toward the hold. Ford whispers, "Don't worry, I'll think of
   something!"
   
   Vogon Hold
   In the corner is a glass case with a switch and a keyboard. It looks
   like the glass case contains:
   an atomic vector plotter
   
   Ford begins trying to talk the guard into a sudden career change.
   
   >TYPE 'HELLO'
   The hold of the Vogon ship is virtually undamaged by the explosion of
   the glass case. You, however, are blasted into tiny bits and smeared
   all over the room. Several cleaning robots fly in and wipe you neatly
   off the walls.
   
     **** You have died ****
     
   Your guardian angel, draped in white, appears floating in the
   nothingness before you. "Gotten in a bit of a scrape, eh?" he asks,
   writing frantically in a notebook. "I'd love to chat, but we're so
   busy this month." The angel twitches his nose, and the nothingness is
   replaced by...
   
   Darkness
   It is pitch black. You could be eaten by a zmachine.
   
   >WHAT IS A ZMACHINE?
   
     What is a Z-Machine? (2.9)
   
     A zmachine or ZIP (Z-machine Interpreter Program) is a program that
     interprets and runs Infocom game data files. Infocom used a
     way-ahead-of-their-time implementation scheme that allowed them to
     develop one game that would run on any of 26 different computers,
     using a ZIP program specific to that computer and a data file
     common to all machines.
     
     The Z-machine specification underwent several extensions at
     Infocom. The first two versions are obscure and you aren't very
     likely to encounter them. Version 3 ("Standard") is the format for
     the majority of the files in the Lost Treasures of Infocom series.
     Version 4 ("Plus") was a brief experiment that quickly lead to
     version 5 ("Advanced"), a size suitable for creating fairly large
     adventures of the magnitude of Curses or Trinity (about 256K).
     Version 6 ("Graphical") has recently been deciphered and can handle
     story files about twice as large as version 5.
     
     Until version 6 arrived, all the Z-machines were text-only. Version
     6 added some graphics primitives and is the format used in Arthur,
     Journey, Shogun, and Zork Zero.
     
     With the release of Inform 5.5, the public-domain compiler for
     Infocom format files (see below), Graham Nelson has proposed two
     new versions (7 and 8), the first non-Infocom "extensions" to the
     standard. Version 8 is identical to version 5 but with twice the
     storage (512K). Version 7 has not yet been used in any released
     game.
     
     Mark Howell wrote "ztools" -- a collection of C source files for
     dumping vocabulary, version, font, graphic and other information
     from Infocom games, for converting IBM bootable disks into story
     files, and for disassembly of story files to Z-code assembly
     language. Ztools is maintained by Stefan Jokish. There are also
     numerous other "tool" programs for Infocom files available by other
     authors for other platforms.
     ftp://ftp.gmd.de/if-archive/infocom/tools
     
     As a point of history, Infocom generated their Z-code files by
     compiling the Zork Implementation Language (ZIL) with a compiler
     named ZILCH. ZIL is a dialect of a Lisp-like language called MDL.
     MDL is ancient history, and ZIL seems to have disappeared entirely,
     though some code fragments can be found in back issues of the New
     Zork Times.
     
     The ftp site has a considerable collection of Z-machine
     interpreters. Frotz is the most accurate implementation, but other
     interpreters may have more bells and whistles for your particular
     platform. They are at
     ftp://ftp.gmd.de/if-archive/infocom/interpreters
     
     Gareth Rees maintains a mini-FAQ with information on which
     interpreters are recommended for which platforms, and what to do if
     you can't find an interpreter for your computer.
     ftp://ftp.gmd.de/if-archive/games/infocom/how-to-play-these-games
     
     There are some other ZIP programs at GMD that are not listed in
     Gareth's mini-FAQ. They range in quality, but some are fairly
     portable and have interesting source code. The best all-around is
     Frotz. These are available at
     ftp://ftp.gmd.de/if-archive/infocom/interpreters/; remember to look
     in the 'old' subdirectory.
     
Recommended interpreters:

   DOS, Windows, OS/2, BeOS, Windows CE, Amiga, (sort of) Linux, Psion
          Series 5
          Frotz by Stefan Jokisch
          mailto:jokisch@euklid.informatik.uni-dortmund.de. Plays all
          games, version 1 through version 8, and conforms to Z-Machine
          Standard 1.0. Supports timed input (Border Zone), graphic font
          (Beyond Zork and Journey), mouse and function keys, command
          line editing and history, small save files, sound effects
          (Lurking Horror and Sherlock), cheat functions, multiple UNDO,
          input line recording and playback, and European characters
          (Zork I German).
          ftp://ftp.gmd.de/if-archive/infocom/interpreters/frotz/
          
   Psion 3c, some Unix variants
          itf by the InfoTaskForce. Uses resources for configuration
          under X11. Supports V1-V8 games (except V6), color and
          proportional fonts, command history, command-line editing, and
          compressed save files.
          ftp://ftp.gmd.de/if-archive/infocom/interpreters/itf/
          
   Apple Newton
          Yazi by George Madrid and Sanjay Vakil. The shareware version
          present here ($25) is somewhat crippled: you can save your game
          at any time, but the games saved after more than 50 moves
          cannot be restored in the shareware version.
          http://www.scrawlsoft.com/products/yazi/info.html for the most
          recent version.
          
   Java
          Zax by Matt Kimmel. Supports all z-code versions except v6, and
          is very nearly compliant with Specification 1.0 of the
          Z-Machine.
          ftp://ftp.gmd.de/if-archive/infocom/interpreters/zax/
          
   Acorn RISC OS, Macintosh, Unix
          Zip by Mark Howell. Zip implementations vary somewhat in their
          features, but it has proven to be an excellent interpreter.
          
          There are a number of Zmachine interpreters for the Macintosh
          based on Zip. The most popular is probably Andrew Plotkin's
          MaxZip, which behaves like a proper Macintosh program with
          resizeable windows and proportional fonts. It does not,
          however, support the graphical games. Matthew Russoto's Zip
          Infinity is another option. It supports the graphical font used
          in Beyond Zork.
          ftp://ftp.gmd.de/if-archive/infocom/interpreters/zip/
          
     You may notice increasing discussion about a particular interpreter
     being Specification (n) compliant, where (n) is some number like
     1.0. The "specification" is a document by Graham Nelson, based on
     earlier work by the InfoTaskForce, which describes rigorously how a
     Z-Machine is supposed to behave. An interpreter is said to be
     Specification- compliant when it conforms to this document. Frotz
     is the only interpreter compliant with the specification available
     for all platforms. Zip 2000 on the Acorn complies with the
     specification as well.
     
     Some games may eventually require your interpreter adhere to a
     particular Speficiation version, especially as the Specfication is
     extended over time.
     
     As a point of note, there is some debate over whether Z in
     "Z-Machine" should be pronounced as "zed" or "zee". Nobody seems
     willing to agree on which sounds better. [Though I can't imagine
     why anybody wouldn't prefer "zed". -Ed] Everyone says "zed" with
     the exception of Americans and Canadians raised on American
     programming, who say "zee". The original prounciation was probably
     "zee".
     
   >NE
   Oh, no! A lurking Z-machine slithered into the room and devoured you!
   
     **** You have died ****
     
   Now, let's take a look here... Well, you probably deserve another
   chance. I can't quite fix you up completely, but you can't have
   everything.
   
   Potting Room
   This light room is full of pot plants, flowers, seeds, ornamental
   trowels and other miscellaneous garden implements.
   
   A pair of yellow rubber gloves hangs from a hook on one wall.
   
   Aunt Jemima, who has for years collected varieties of daisy, is
   engaged in her regular annual pastime of deciding which species make
   the best chains.
   
   >ASK JEMIMA ABOUT COPYRIGHTS
   Jemima screeches with irritation.
   
     Copyright questions on Infocom products (2.10)
   
     Since Activision bought Infocom, Activision now owns the copyrights
     and trademarks on Infocom's products.
     
     This means it's illegal to have a copy of any Infocom product you
     didn't pay for. This may make owners of non-PC, non-Mac computers
     despair since the only products shipping are for those two
     platforms, but there are options available. You can purchase one of
     the anthologies listed above, transfer the data files to your
     computer somehow, and use one of the available interpreters to run
     it. This is the inherent beauty of Infocom's Z-machine idea. See
     question 2.8 for information on interpreters.
     
     Your interpreter should support at least v3 files. Some of the
     larger games (Trinity) are version 4 or 5. Zork Zero, Arthur,
     Journey and Shogun are v6 games, for which the only
     currently-available interpreters are Frotz (for Mac, Amiga, and
     Unix) and Zip 2000 for the Acorn. There may be more. Check the
     index files under ftp://ftp.gmd.de/if-archive/infocom/interpreters/
     
     There probably isn't a legal problem with doing this. Of course, if
     you sell your package, you should destroy the copies you've made.
     
     Copyright issues with respect to samplers, invisiclues, New Zork
     Times issues, and other things which Activision, in practice, will
     never want to redistribute, have not been resolved.
     
     Activision can be reached at:
     Activision/Infocom
     P.O. Box 67001
     Los Angeles, CA, USA 90067
     Order line: 800-477-3650 (US)   [anybody have one for Europe?]
     Tech support: 310-207-4500 (Mon-Fri 9am-5pm PST)

   >E.E.S.E.LIE DOWN.SLEEP.
   You sleep unexpectedly deeply, but just as you think you are starting
   to wake up, you experience a sudden...
   
   Premonition
   It is a frosty, clear night, but there is a scent of camp-fires
   burning in the distance. You are passing through the landscape as if a
   ghost, and all seems faintly unreal. To the east is one side of an
   animal-hide tent, but there is no way in from here. To southwest, some
   soldiers sit around the embers of a fire. There is a terrible sense of
   something about to happen.
   
   >SW
   Camp Fire
   A motley platoon of soldiers are sitting about the embers of a fire.
   
   >LISTEN
   
     Creating your own adventure games (2.11)
   
     There are numerous systems available for developing interactive
     fiction. A detailed comparison and exposition of their features is
     available from the rec.arts.int-fiction FAQ. Briefly, though:
     * Inform, a freely distributable compiler which allows you to
       generate Infocom-format story files that can be played with any
       Z-machine interpreter.
       The Inform language and libraries are excellent. They were
       designed to support the requirements of a Zork I-style game and
       provide the means to modify the parser, manage timers and daemons,
       change personalities and much more. It has C-ish syntax. This
       system does require a certain degree of programming knowledge. The
       documentation (in 3 parts) is pretty good; the 220-page Designers'
       Manual should be read even if you don't want to use Inform in
       favour of a different system, as it provides an interesting
       insight into what goes into developing a game.
       ftp://ftp.gmd.de/if-archive/infocom/compilers/inform6
     * TADS also has a strong following; it has its own web page which is
       available at http://www.tela.bc.ca/tela/tads/.
     * Hugo is a fairly recent system whose only weakness appears to be a
       lack of popularity and an established source code base to learn
       from. Its home page can be found at
       http://www.geocities.com/Hollywood/Academy/5976/hugo.html
     * AGT is useful for people who are not able (or willing) to program.
       It is a language, but not a very complex one and most people are
       able to get started quickly. Make sure that the demands of your
       game can be handled by AGT before you start coding.
       http://www.markwelch.com/agt.htm
       
     There are many other IF development systems available, and some
     background and information on them will appear in the next section.
     For the best information on the subject, visit rec.arts.int-fiction
     and read its FAQ.
     ftp://ftp.gmd.de/if-archive/rec.arts.int-fiction/FAQ
     
   >NE. E. N. TAKE IRON MASCOT
   The Druid catches sight of your ghostly hand taking the mascot, and
   immediately begins her occultations, cursing you and your ill-gotten
   gains. But she is unable to make contact with you, and turns furiously
   to the tapestry, hissing "lagach" to the Bear. At once a sudden swirl
   of wind seems to pull her into the rough cloth, dissolving her to
   nothing.
   
   You wake up, shivering with dread.
   
   >WAIT
   Something feels very wrong indeed. Your hand begins to burn.
   
   In an astonishing freak accident, a meteorite hurtles through the
   Earth's atmosphere and then straight through your head. Anyone would
   think you had a curse on you (anyone, that is, still able to think).
   
     **** You have died ****
     
   Press any key to continue.