699:. Berez stated that "there is no noticeable correlation between graphics machines and our penetration. There is a high correlation between the price of the machine and our sales ... people who are putting more money into their machines tend to buy more of our software". Since their games were text-based, patrons of bookstores were drawn to the Infocom games as they were already interested in reading. Unlike most computer software, Infocom titles were distributed under a no-returns policy, which allowed them to make money from a single game for a longer period of time.
1141:
818:. Gamers could thus reveal only the hints that they needed to have to play the game. To prevent the mere questions (printed in normal ink) from giving away too much information about the game, a certain number of misleading fake questions were included in every InvisiClues book. Answers to these questions would start by giving misleading or impossible to carry out answers, before the final answer revealed that the question was a fake (and usually admonishing the player that revealing random clues from the book would
961:, provide artwork. Within Infocom the game designers tended to oppose graphics, while marketing and business employees supported using them for the company to remain competitive. The partnership negotiations failed, in part because of the difficulty of adding graphics to the Z-machine, and Infocom instead began a series of advertisements mocking graphical games as "graffiti" compared to the human imagination. The marketing campaign was very successful, and Infocom's success led to other companies like
753:. Some games were unsolvable without the extra content provided with the boxed game. And because of the cleverness and uniqueness of the feelies, users rarely felt like they were an intrusion or inconvenience, as was the case with most of the other copy-protection schemes of the time. Feelies also provided the player with a physical aspect to the gameplay of their text adventures, giving another dimension of strategy to what would other-wise just be a text parser.
925:. This is one of the key reasons for the continued success of old titles such as Zork." Dornbrook estimated that year that of the 1.8 million home computers in America, one half million homes had Infocom games ("all, if you count the pirated games"). Computer companies sent prototypes of new systems to encourage Infocom to port Z-machine to them; the virtual machine supported more than 20 different systems, including
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888:, so it was not promoted by any of the database consultants that small businesses typically hired to create and maintain their DB applications. Reviewers were also consistently disappointed that Infocom—noted for the natural language syntax of their games—did not include a natural language query ability, which had been the most anticipated feature for this database application. In a final disappointment,
989:, who was a fan of Infocom games and felt their two companies were in similar situations. Berez stated that although the two companies' headquarters and product lines would remain separate, "One of the effects of the merger will be for both of us to broaden our horizons". He said that "We're looking at graphics a lot", while Activision was reportedly interested in using Infocom's parser.
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integrated into the storyline, and rarely did gamers feel like they were being made to jump through one arbitrary hoop after another, as was the case in many of the competitors' games. The puzzles were generally logical but also required close attention to the clues and hints given in the story, causing many gamers to keep copious notes as they went along.
1977:, but only in violation of the copyright. Activision did at one point release the original trilogy for free-of-charge download as a promotion but prohibited redistribution and have since discontinued this. There are currently at least four Infocom sampler and demos available from the IF Archive as Z-machine story files which require a Z-machine
1958:, the mainframe precursor to the commercial Zork trilogy, is believed to be free for non-commercial use. but prohibited for commercial use. It was this copy that the popular Fortran mainframe version was based on. The C version was based on the Fortran version. and is available from The Interactive Fiction Archive as original
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that only became visible when rubbed with a special marker that was provided with each book. Usually, two or more answers were given for each question that a gamer might have. The first answer would provide a subtle hint, the second a less subtle hint, and so forth until the last one gave an explicit
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which allowed the user to type complex instructions to the game. Unlike earlier works of interactive fiction which only understood commands of the form 'verb noun', Infocom's parser could understand a wider variety of sentences. For instance one might type "open the large door, then go west", or "go
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where users direct the action by entering short strings of words to give commands when prompted. Generally the program will respond by describing the results of the action, often the contents of a room if the player has moved within the virtual world. The user reads this information, decides what to
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Remnants of the unreleased sequel to
Infocom's text adventure version of The Hitchhiker's Guide to the Galaxy have been made available to the public by Waxy.org. Playable prototypes, design docs, source code and a string of e-mails between Infocom designers and management provide a fascinating look
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especially benefited; its sales rose for years after its initial release in 1980. To
Infocom's surprise it sold almost 100,000 copies of the game in 1983, and the figure rose by more than 50% in 1984. Activision preferred to market Infocom's games the way they marketed their other titles: replacing
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series, every couple of pages the book would give the reader the chance to make a choice, such as which direction they wanted to go or how they wanted to respond to another character. The reader would then choose one of the given answers and turn to the appropriate page. These books, however, never
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Next, Infocom titles featured strong storytelling and rich descriptions, eschewing the inherent restrictions of graphic displays and allowing users to use their own imaginations for the lavish and exotic locations the games described. Infocom's puzzles were unique in that they were usually tightly
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at the game's turbulent, if aborted, development process. Among the assets included: design documents, e-mail archives, employee phone numbers, sales figures, internal meeting notes, corporate newsletters, and the source code and game files for every released and unreleased game
Infocom made."
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reported, and they preferred
Infocom adventures to arcade games. The company stated that year that 75% of players were over 25 years old and that 80% were men; more women played its games than other companies', especially the mysteries. Most players enjoyed reading books; in 1987 president
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In its first few years of operation, text adventures proved to be a huge revenue stream for the company. Whereas most computer games of the era would achieve initial success and then suffer a significant drop-off in sales, Infocom titles continued to sell for years and years. Employee
948:; this, in addition to a slump in computer game sales, left the company in a very precarious financial position. By the time Infocom removed the copy-protection and reduced the price to less than $ 100, it was too late, and the market had moved on to other database solutions.
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series, the company quickly branched out into a wide variety of story lines: fantasy, science-fiction, mystery, horror, historical adventure, children's stories, and others that defied easy categorization. In an attempt to reach out to female customers, Infocom also produced
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After a systems engineer at DEC obtained the source code for the MDL version by working out how to work around the implementors' directory protection and then brute-forcing their encryption, the implementors conceded that he deserved it if he was willing to go to that much
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could see what programs were being run. As a result, a small community of people discovered the new "Zork" adventure game and spread word of it under that name. This community interacted with the developers as they created the game, playtesting additions and submitting
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for all of
Infocom's games (including unreleased ones), it also contained the software manuals, design documents and other essential content alongside Infocom's business documentation. Scott later published all of the source files in their original Z-engine format to
1054:. Rising costs and falling profits, exacerbated by the lack of new products in 1988 and technical issues with its DOS products, caused Activision to close Infocom in 1989, after which some of the remaining Infocom designers such as Steve Meretzky moved to the company
779:, which cast the gamer in the role of the heroine of a swashbuckling adventure on the high seas, and which required the heroine to use more feminine tactics to win the game, since hacking-and-slashing was not a very ladylike way to behave. Infocom also came out with
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for which
Infocom games were among the only commercial products. The company produced the only third-party games available for the Macintosh at launch, and Berlyn promised that all 13 of its games would be available for the Atari ST within one month of its release.
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Activision itself was struggling in the marketplace following Davis' promotion to CEO. Activision had rebranded itself as
Mediagenic and tried to produce business productivity software, but became significantly in debt. In 1991, Mediagenic was purchased by
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Davis required they use
Activision's packaging plant instead of their own in-house one, raising the cost of each package from $ 0.45 to over $ 0.90. In addition, the Activision plant made numerous mistakes in packaging, whereas the Infocom one almost never
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created problems in the working relationship with
Infocom. Davis believed that his company had paid too much for Infocom and initiated a lawsuit against them to recoup some of the cost, along with changing the way Infocom was run. For example:
825:
In the Solid Gold line of re-releases, InvisiClues were integrated into the game. By typing "HINT" twice the player would open up a screen of possible topics where they could then reveal one hint at a time for each puzzle, just like the books.
1074:, who put into measures immediately to try to turn the company around, which included returning to its Activision name, and putting to use its past IP properties. This included the Infocom games; Kotick recognized the value of the branding of
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game, which involves collecting magic spells to use in accomplishing the quest. One of these is a summoning spell, which the player needs to use to summon certain characters at different parts of the game. At one point the game mentions the
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Infocom was actually one of the very few companies to release game software for the C128's native mode, contrary to most software houses' practice of only catering for the combined C64/128 market (as the C128 was compatible with the
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older titles with newer ones. While this made sense for the graphically intensive games that made up the rest of
Activision's catalog, since Infocom games were text based, it didn't make sense – the newer games didn't have improved
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had been programmed with its own virtual machine for maximum portability, it was not ported to any of the other platforms that Infocom supported for their games, so that feature had become essentially irrelevant. And because
867:, in January 1983; within a year it had earned $ 53 million, compared to Infocom's $ 6 million. In 1982 Infocom started putting resources into a new division to produce business products. In 1985 they released a
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Eventually, Activision abandoned the "Infocom" name. The brand name was registered by Oliver Klaeffling of Germany in 2007, then was abandoned the following year. The Infocom trademark was then held by Pete Hottelet's
877:, aimed at capturing the then booming database market for small business. Though this application was hailed upon its release for ease of use, it sold only 10,000 copies; not enough to cover the development expenses.
662:
said, in part because "in offices all over America (more than anyone realizes) executives and managers are playing games on their computers". An estimated 25% had a computer game "hidden somewhere in their drawers",
1030:, bombed. This was, in part, due to Infocom's long-standing rule of maximum portability; a game that could display graphics on a number of different systems couldn't take advantage of the strengths of any of them.
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in 1986, which featured "tame", "suggestive", and "lewd" playing modes. It included among its "feelies" a "scratch-and-sniff" card with six odors that corresponded to cues given to the player during the game.
687:. Whereas most game developers sold their games mainly in software stores, Infocom also distributed their games via bookstores. Infocom's products appealed more to those with expensive computers, such as the
624:
said of their situation, "It was phenomenal – we had a basement that just printed money." By 1983 Infocom was perhaps the dominant computer-game company; for example, all ten of its games were on the
1078:
and other titles. Activision began to sell bundles of the Infocom games that year, packaged as themed collections (usually by genre, such as the Science Fiction collection); in 1991, they published
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said Infocom's "games were noted for having more depth than any other adventure games, before or since." Three components proved key to Infocom's success: marketing strategy, rich storytelling and
2054:, received the so-called "Infocom Drive", a large archive of the entire contents of Infocom's main server made during the last few days before the company was relocated to California; besides
880:
The program failed for a number of reasons. Although it was packaged in a slick hard plastic carrying case and was a very good database for personal and home use, it was originally priced at
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528:, and lack of enthusiasm for additional episodes and games. The developer decided to self-publish their games from that moment forward, buying out Personal Software's remaining inventory of
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from 1983 through 1985. By 1986, the game had sold 380,000 copies, with 680,000 sales for the trilogy overall, comprising one-third of Infocom's two million game sales. Reviewers hailed
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Davis required the struggling developer to produce eight titles a year. Infocom had traditionally produced about four games per year with more staff than they had post-merger.
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3448:"Peril-sensitive sunglasses, superheroes in miniature, and pink polka-dot boxers: Artifact and collectible video game feelies, play, and the paratextual gaming experience"
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and more logical puzzles. They did not announce their game while it was in development, but a lack of security on the MIT systems meant that anyone who could access the
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By 1988, rumors spread of disputes between Activision and Infocom. Infocom employees reportedly believed that Activision gave poorer-quality games to Infocom, such as
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Sometimes, though, Infocom threw in puzzles just for the humor of it—if the user never ran into these, they could still finish the game. But discovering these early
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game was complete, and Berez was elected the company's president. The studio began seeking a professional publisher with store and distributor connections. After
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1100:.) The compilations lacked the "feelies" that came with each game, but in some cases included photographs of them. In 1996, the first bundles were followed by
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to the IBM PC platform by that time, so portability was no longer a significant differentiator. Infocom had sunk much of the money from games sales into
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do, and enters another short series of words. Examples include "go west", "take flashlight", or "give the letter to the woman then ask her for a book".
1132:, who registered the name around the same time as Klaeffling in 2007. As of March 2017, the trademark is owned by infocom.xyz, according to Bob Bates.
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in store inventories for years. Because of this, older titles continued to sell, and their sales rose when the company released newer games.
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1018:. This marketing approach cut off potential revenue for numerous Infocom titles that had consistently brought in money for several years.
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524:, one of the first professional software publishing companies. However, Infocom grew wary of the publisher's lack of advertising for
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721:" who were responsible for creating the land of Zork. If the player tries to summon the Implementers, the game produces a vision of
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Peckham, Matt; Eadicicco, Lisa; Fitzpatrick, Alex; Vella, Matt; Patrick Pullen, John; Raab, Josh; Grossman, Lev (August 23, 2016).
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their enjoyment of the game). The InvisiClues books were regularly ranked in near the top of best seller lists for computer books.
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Lebling and Blank each authored several more games, and additional game writers (or "Implementers") were hired, notably including
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on June 22, 1979, with founding members Tim Anderson, Joel Berez, Marc Blank, Mike Broos, Scott Cutler, Stu Galley, Dave Lebling,
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Despite their success with computer games, Vezza and other company founders hoped to produce successful business programs like
884:$ 495 per copy and used copy-protected disks. Another serious miscalculation was that the program did not include any kind of
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to acquire Infocom for $ 28 million, far more than the board of directors's valuation of $ 10–12 million. In 1993,
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2016:) were re-released in Solid Gold format. The Solid Gold versions of those games include a built-in InvisiClues hint system.
338:. As the games were text based and used variants of the same Z-machine interpreter, the interpreter had to be ported to new
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wrote in 1984 that "the company always sells games for computers you don't normally think of as game machines, such as the
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296:. Activision shut down the Infocom division in 1989, although they released some titles in the 1990s under the Infocom
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By 1982 the market was moving to graphic adventures. Infocom was interested in producing them, that year proposing to
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The cost of acquisition was amortized by deducting it from Infocom's operating revenue during the next several years.
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Infocom's games' sales benefited significantly from the portability offered by running on top of a virtual machine.
809:: books with hints, maps, clues, and solutions for puzzles in the games. The answers to the puzzles were printed in
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Briceno, Hector; Wesley Chao; Andrew Glenn; Stanley Hu; Ashwin Krishnamurthy; Bruce Tsuchida (December 15, 2000).
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863:, also founded by people from MIT and located in the same building as Infocom. Lotus released its first product,
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They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982
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While relations were cordial between the two companies at first, Activision's ousting of Levy with new CEO
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acquired the company on June 13, 1986, for $ 7.5 million. The merger was pushed by Activision's CEO
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in first place and two others in the top ten. In late 1984, management declined an offer by publisher
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3735:"Is this going to be an Infocom branded game? :: Thaumistry: In Charm's Way General Discussions"
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551:. Historians noted the game as a foundation for the adventure game genre, as well as influencing the
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stated, " audience tends to be composed of heavy readers. We sell to the minority that does read".
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Efforts have been made to make the Infocom games source code available for preservation. In 2008,
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798:, called the Zork Users Group (ZUG). Dornbrook also started Infocom's customer newsletter, called
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Third, the inclusion of "feelies"—imaginative props and extras tied to the game's theme—provided
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to play. Interpreters are available for most computer platforms, the most widely used being the
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only once per architecture, rather than once per game. Each game file included a sophisticated
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Leather Goddesses of Phobos 2: Gas Pump Girls Meet the Pulsating Inconvenience from Planet X!
1050:. Activision moved Infocom development to California in 1989, and the company was now just a
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used this virtual machine for its processing, it suffered from slow, lackluster performance.
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596:. Other popular and inventive titles included a number of sequels and spinoff games in the
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at their computers, surprised at this "bug" in the game and working feverishly to fix it.
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was satisfying for some fans of the games. For example, one popular Easter egg was in the
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842:) and featured the ability to choose a different path through the story. Similar to the
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for iOS devices. In-app purchases provide access for 27 of the titles. It also lacks
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With the Z-machine, Infocom was able to release most of their games for most popular
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This article is about the software company. For the web hosting service company, see
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Davis pushed Infocom to release more graphical games, but the one they did release,
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Originally, hints for the game were provided as a "pay-per-hint" service created by
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1952:, the copyrights to the Infocom games are believed to be still held by Activision.
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was not included in either bundle, but could be ordered via a coupon included with
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top 40 list of best-selling computer games for the week of December 12, 1983, with
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1090:. These compilations featured nearly every game produced by Infocom before 1988. (
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2429:"Dave Lebling on the Genesis of the Adventure Game – and the Creation of Zork"
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1118:'s estates had expired. Under Kotick's leadership, Activision also developed
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Infocom history, authors, etc.; often updated with any news from Activision
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did sell particularly well, and quickly disappeared from the bookshelves.
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Infocom also released a small number of "interactive fiction paperbacks" (
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3604:"By Golly, That's a Good Game! / Masters of the Mousetrap Maxim Tell Why"
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is representative of the sort of interaction a player has with Infocom's
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292:, and lasted as an independent company until 1986, when it was bought by
139:
3957:"The source code for Infocom's classic text adventures is now on Github"
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as the best adventure game to date, with later critics regarding it as
483:
474:, the developers aspired to improve on the formula with a more robust
17:
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2558:; Garr, Doug (March 1985). "Random Access: Best Sellers/Recreation".
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3658:"The Master Storytellers did (Info-)Comics (and nobody took notice)"
2103:"Inside the Industry: Infocom's West Coast Move Stirs Controversy",
3876:. October 12, 2007. Archived from the original on October 12, 2007.
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with more examples of complex commands possible with Infocom games.
1982:
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34:. For the field of information and communications technology, see
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3874:"Liberated Games Forums: FAQs => General Liberated Games FAQ"
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1954:
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390:
298:
209:
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1845:(1996; contained 33 Infocom games plus six winners of the 1995
802:, to discuss game hints and preview and showcase new products.
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world was the centerpiece of their product line throughout the
434:(MIT) faculty and alumni, some of whom had previously worked a
318:
Infocom games were written using a programming language called
288:
Infocom was founded on June 22, 1979, by staff and students of
805:
The pay-per-hint service eventually led to the development of
197:
4002:
2810:(Published in print, with additional preface, as part of the
322:(Zork Implementation Language), itself derived directly from
3266:"The 7th International Computer Game Developers Conference"
2529:(February 1985). "Random Access: Best Sellers/Recreation".
1792:(1991; contained 20 of Infocom's interactive fiction games)
1166:
The original Zork Trilogy (Marc Blank & Dave Lebling):
981:
s failure, Infocom laid off half of its 100 employees, and
302:
brand. Activision abandoned the Infocom trademark in 2002.
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2700:
The Greatest Games: The 93 Best Computer Games of All Time
2167:"Down From the Top of Its Game: The Story of Infocom, Inc"
1005:
Infocom had a successful marketing approach that kept its
2650:. Vol. 3, no. 6. November 1983. pp. 8–11.
1144:
Retail boxes of several Infocom games, on display at the
2615:"Great Scott: Infocom's All-Time Sales Numbers Revealed"
2050:, a video game preservationist contributing towards the
514:
passed on the project due to competition with their own
3687:"Activision: Reorganized, Redefined and on the Rebound"
1837:(1995; Adventure, Comedy, Fantasy, Mystery, and Sci-Fi)
1066:, to continue creating games in the Infocom tradition.
520:(1979), Infocom negotiated a publishing agreement with
3923:"'Infocom Drive' Turns Up Long-Lost Hitchhiker Sequel"
3838:"Infocom Interactive Fiction (Peter Scheyen Archive)"
3800:"Infocom Interactive Fiction (Peter Scheyen Archive)"
3762:"Infocom Interactive Fiction (Peter Scheyen Archive)"
3408:"The Next Generation 1996 Lexicon A to Z: Infocom".
4564:
4538:
4503:
4452:
4445:
4409:
4230:
4223:
4196:
4169:
4125:
4090:
4055:
4046:
2500:Mace, Scott (April 2, 1984). "Games with windows".
940:s execution speed, however. Businesses were moving
246:
204:
186:
175:
163:
148:
97:
82:
72:
4684:Defunct video game companies of the United States
3886:: CS1 maint: bot: original URL status unknown (
3376:
3374:
3208:
3206:
3204:
3202:
3200:
1973:. Many Infocom titles can be downloaded via the
579:titles. Here it is depicted running on a modern
571:was Infocom's first product. This screenshot of
4709:Defunct software companies of the United States
3342:
3340:
3338:
3336:
3289:
3287:
3185:
3183:
1935:(2012; In-App purchases for most of the titles)
275:. They also produced a business application, a
4573:Classic Text Adventure Masterpieces of Infocom
4330:Nord and Bert Couldn't Make Head or Tail of It
2122:
2120:
2118:
2116:
1842:Classic Text Adventure Masterpieces of Infocom
1800:(1992; contained 11 interactive fiction games)
1500:Nord and Bert Couldn't Make Head or Tail of It
1103:Classic Text Adventure Masterpieces of Infocom
557:massively multiplayer online role-playing game
4024:
3009:"The 30 Best Video Games of All Time, Ranked"
2979:1001 Video Games You Must Play Before You Die
2160:
2158:
2156:
2154:
2152:
2150:
1114:because the licenses from Douglas Adams' and
8:
3088:Moore, Bo; Schuback, Adam (March 21, 2019).
2318:. Vol. 4, no. 1. pp. 6–7, 11.
58:
45:"Feelies" redirects here. For the band, see
4704:Video game companies disestablished in 1989
4669:Companies based in Cambridge, Massachusetts
3630:"Rumored Activision/Infocom Rift Unfounded"
2400:
2398:
2396:
2327:
2325:
4449:
4227:
4052:
4031:
4017:
4009:
3414:. No. 15. March 1996. pp. 34–35.
3090:"The 100 Greatest Video Games of All Time"
2888:"The 100 Greatest Video Games of All Time"
2337:"The History of Zork – Second in a series"
838:), which were based on the games (such as
64:
57:
4694:Software companies based in Massachusetts
3602:Tommervik, Margot Comstock (March 1983).
3463:
2407:"The History of Zork – Third in a series"
2360:. No. 77. May 2010. pp. 36–39.
2312:"The History of Zork – First in a series"
2241:
2239:
2083:. It can be accessed from the main menu.
1614:BattleTech: The Crescent Hawk's Inception
1234:Mini Zork I: The Great Underground Empire
933:The virtual machine significantly slowed
430:Infocom began as a collaboration between
4699:Video game companies established in 1979
4679:Defunct companies based in Massachusetts
4351:Sherlock: The Riddle of the Crown Jewels
3680:
3678:
2564:. Vol. 8, no. 12. p. 43.
2535:. Vol. 8, no. 11. p. 35.
2413:. Vol. 4, no. 3. pp. 4–5.
2343:. Vol. 4, no. 2. pp. 3–5.
1849:, which was not affiliated with Infocom)
1721:Gamma Force in Pit of a Thousand Screams
1520:Sherlock: The Riddle of the Crown Jewels
561:
4664:1989 disestablishments in Massachusetts
2679:. Vol. 1, no. 1. p. 98.
2627:from the original on September 24, 2008
2591:. Vol. 1, no. 1. p. 51.
2379:Williams, Wayne. "The Next Dimension".
2092:
1626:BattleTech: The Crescent Hawk's Revenge
1412:Wishbringer: The Magick Stone of Dreams
923:Texas Instruments Professional Computer
49:. For the fictional form of media, see
3901:GET LAMP Raw Interviews Pretty Much Up
3879:
3719:That "new" "official" Infocom web site
3191:"Four Minds Forever Voyaging (Part I)"
3040:"The 500 Best Video Games of All Time"
2427:; Parish, Jeremy (December 25, 2015).
955:that Antonio Antiochia, author of its
3383:"Interactive Text in an Animated Age"
3019:from the original on October 29, 2017
2945:"The 50 Best Video Games of All Time"
2822:from the original on January 26, 2021
2098:
2096:
1629:(1991, developed by Westwood Studios)
1124:, published under its Infocom label.
969:also releasing their own text games.
640:described this era as the "Cambridge
549:one of the greatest games of all time
432:Massachusetts Institute of Technology
290:Massachusetts Institute of Technology
40:Conference on Computer Communications
7:
4659:1979 establishments in Massachusetts
4281:The Hitchhiker's Guide to the Galaxy
3638:. No. 46. April 1988. p. 9
3168:from the original on January 8, 2022
2957:from the original on August 30, 2016
2796:Hollingworth, David (June 6, 2002).
2760:"GameSpy's Top 50 Games of All Time"
2728:"The Top 40 Games of the Millennium"
2585:"Top Software / A List of Favorites"
2029:The Hitchhiker's Guide to the Galaxy
2006:The Hitchhiker's Guide to the Galaxy
1946:The Hitchhiker's Guide to the Galaxy
1384:The Hitchhiker's Guide to the Galaxy
1171:Zork I: The Great Underground Empire
1108:The Hitchhiker's Guide to the Galaxy
739:The Hitchhiker's Guide to the Galaxy
603:The Hitchhiker's Guide to the Galaxy
494:Infocom was officially founded as a
374:(one disc worked on both machines),
228:The Hitchhiker's Guide to the Galaxy
3135:from the original on August 9, 2022
3038:Polygon Staff (November 27, 2017).
2920:. November 15, 2012. Archived from
2127:Wilson, Johnny L. (November 1991).
1727:ZorkQuest: Assault on Egreth Castle
1487:(1987, Infocom & Douglas Adams)
1251:Beyond Zork: The Coconut of Quendor
1207:(1983, Marc Blank and Dave Lebling)
506:. By the end of the year, the core
4637:Zork: The Undiscovered Underground
3052:from the original on March 3, 2018
2698:Gutman, Dan; Addams, Shay (1985).
2481:from the original on April 7, 2022
2441:from the original on July 30, 2022
1891:Zork Classics: Interactive Fiction
1271:Zork: The Undiscovered Underground
756:Although Infocom started out with
271:, that produced numerous works of
25:
4432:Quarterstaff: The Tomb of Setmoth
3685:Sengstack, Jeff (June 24, 1996).
3552:. August 24, 2006. Archived from
3452:Transformative Works and Cultures
3239:Maher, Jimmy (October 23, 2013).
3154:Heron, Michael (August 3, 2016).
3071:"The Top 300 Games of All Time".
2857:"Top 100 Video Games of All Time"
2839:"The Top 200 Games of All Time".
2736:. January 5, 2000. Archived from
2669:Grevstad, Eric (September 1983).
2583:Ciraolo, Michael (October 1985).
1969:story file and as various native
1737:ZorkQuest II: The Crystal of Doom
1655:Quarterstaff: The Tomb of Setmoth
1582:Zork Nemesis: The Forbidden Lands
1263:Zork Zero: The Revenge of Megaboz
452:, with an initial team including
3921:Kohler, Chris (April 18, 2008).
3489:"Atari Promises Software For ST"
3487:Chin, Kathy (January 28, 1985).
3446:Peters, Ian M. (June 15, 2014).
2798:"Top 50 video games of all time"
1797:The Lost Treasures of Infocom II
1715:Lane Mastodon vs. the Blubbermen
1642:(1985, Marc Blank, Mike Berlyn,
1328:Suspended: A Cryogenic Nightmare
1087:The Lost Treasures of Infocom II
4674:Defunct Activision subsidiaries
4239:Arthur: The Quest for Excalibur
4003:Infocom-The Master Storytellers
3544:"A Short History Of Activision"
3381:Ferrell, Keith (January 1988).
3213:Maher, Jimmy (March 20, 2013).
1847:Interactive Fiction Competition
1834:Interactive Fiction Collections
1532:Arthur: The Quest for Excalibur
450:Laboratory for Computer Science
152:Closed on May 5, 1989
3955:Kerr, Chris (April 16, 2019).
3321:Solomon, Abby (October 1983).
3121:Barton, Matt (June 28, 2007).
2863:. June 1, 2015. Archived from
2460:Solomon, Abby (October 1983).
2069:made a cameo appearance as an
1179:Zork II: The Wizard of Frobozz
330:able to run on a standardized
1:
4611:The Lost Treasures of Infocom
4187:Leather Goddesses of Phobos 2
3347:Dyer, Richard (May 6, 1984).
3294:Mace, Scott (April 2, 1984).
3007:Owen, Phil (March 13, 2017).
2845:. No. 200. January 2010.
2252:Classic Game Postmortem: Zork
2218:Dyer, Richard (May 6, 1984).
2129:"A History of Computer Games"
2019:In 2012, Activision released
1789:The Lost Treasures of Infocom
1081:The Lost Treasures of Infocom
3818:"Zork for Android – History"
3575:Muse, Dan (September 1986).
3435:. December 1996. p. 26.
2525:Ditlea, Steve; Onosco, Tim;
2109:, p. 10, September 1989
1387:(1984, Steve Meretzky &
1375:(1984, Michael Berlyn &
1187:Zork III: The Dungeon Master
656:Infocom games were popular,
535:Following its 1980 release,
4180:Leather Goddesses of Phobos
3516:"Hobby & Industry News"
3323:"Games Businesspeople Play"
3156:"Hunt The Syntax, Part One"
3077:. No. 300. April 2018.
2886:Moore, Bo (June 16, 2014).
2554:Onosco, Tim; Kohl, Louise;
2462:"Games Businesspeople Play"
2405:Galley, Stu (Summer 1985).
2014:Leather Goddesses of Phobos
1444:Leather Goddesses of Phobos
1093:Leather Goddesses of Phobos
782:Leather Goddesses of Phobos
240:Leather Goddesses of Phobos
4725:
2912:"All-TIME 100 Video Games"
2265:Game Developers Conference
1915:The Zork Adventure Trilogy
1897:The Zork Legacy Collection
44:
38:. For the conference, see
29:
3992:January 17, 2021, at the
3856:"Readme from the release"
2278:Smith, Alexander (2019).
2255:(conference presentation)
2021:Lost Treasures of Infocom
1933:Lost Treasures of Infocom
1739:(1988, Elizabeth Langosy)
1437:"Hollywood" Dave Anderson
845:Choose Your Own Adventure
448:began in 1977 at the MIT
63:
27:American software company
3524:. No. 28. p. 4
3514:Oxner, Bill (May 1986).
646:Great Underground Empire
269:Cambridge, Massachusetts
180:Cambridge, Massachusetts
4316:A Mind Forever Voyaging
3987:Infocom company profile
3272:. July 1993. p. 34
3245:The Digital Antiquarian
3219:The Digital Antiquarian
2976:Tony Mott, ed. (2013).
2080:Call of Duty: Black Ops
1404:A Mind Forever Voyaging
892:was available only for
613:A Mind Forever Voyaging
471:Colossal Cave Adventure
326:, that compiled into a
234:A Mind Forever Voyaging
86:June 22, 1979
4623:Zork: Grand Inquisitor
4358:James Clavell's ShĹŤgun
2768:. 2001. Archived from
2613:(September 20, 2008).
2354:"The Making of Zork".
1944:With the exception of
1717:(1988, Steve Meretzky)
1569:(1992, Steve Meretzky)
1540:James Clavell's Shogun
1471:(1986, Brian Moriarty)
1447:(1986, Steve Meretzky)
1415:(1985, Brian Moriarty)
1407:(1985, Steve Meretzky)
1351:(1983, Michael Berlyn)
1331:(1983, Michael Berlyn)
1305:(1987, Steve Meretzky)
1297:(1983, Steve Meretzky)
1266:(1988, Steve Meretzky)
1148:
1130:Omni Consumer Products
1084:, followed in 1992 by
1044:Tom Snyder Productions
751:copyright infringement
742:
584:
340:computer architectures
3635:Computer Gaming World
3577:"Capturing a Buffalo"
3521:Computer Gaming World
3465:10.3983/twc.2014.0509
3349:"Masters of the Game"
3270:Computer Gaming World
3241:"Masters of the Game"
3215:"The Top of its Game"
3123:"The History Of Zork"
2807:Sydney Morning Herald
2220:"Masters of the Game"
2173:on September 29, 2020
2133:Computer Gaming World
2106:Computer Gaming World
1927:Zork Grand Inquisitor
1770:The Enchanter Trilogy
1594:Zork Grand Inquisitor
1143:
735:
638:Computer Gaming World
581:Z-machine interpreter
565:
415:TRS-80 Color Computer
360:Atari 8-bit computers
4551:Legend Entertainment
3844:on November 1, 2011.
3806:on February 2, 2016.
3768:on February 2, 2016.
3296:"Games with windows"
2900:on December 2, 2016.
2867:on December 10, 2017
2671:"Zork I (Adventure)"
1853:Zork Special Edition
1702:(1989, developed by
1690:(1989, developed by
1687:Tombs & Treasure
1617:(1988, developed by
1597:(1997, developed by
1577:(1993, Doug Barnett)
1543:(1989, Dave Lebling)
1503:(1987, Jeff O'Neill)
1495:(1987, Dave Lebling)
1399:(1984, Dave Lebling)
1323:(1982, Dave Lebling)
1227:(1985, Dave Lebling)
1056:Legend Entertainment
909:Changing marketplace
634:Simon & Schuster
436:text-based adventure
3826:. January 23, 2015.
3788:. January 23, 2015.
3697:on January 28, 1998
2984:Universe Publishing
2706:Publications, Inc.
1561:Graphic adventures
1152:Interactive fiction
1146:Digital Game Museum
973:Activision takeover
830:Interactive fiction
760:, and although the
577:interactive fiction
517:Microsoft Adventure
502:, Chris Reeve, and
426:Foundation and Zork
277:relational database
273:interactive fiction
60:
32:InfoCom Corporation
4309:The Lurking Horror
3911:(December 3, 2012)
3780:"Zork for Android"
3739:steamcommunity.com
2648:Commodore Magazine
2411:The New Zork Times
2387:Imagine Publishing
2341:The New Zork Times
2316:The New Zork Times
2073:in Activision and
1901:The Zork Anthology
1828:, plus Planetfall)
1805:The Zork Anthology
1723:(1988, Amy Briggs)
1551:(1989, Marc Blank)
1492:The Lurking Horror
1479:(1987, Marc Blank)
1315:(1982, Marc Blank)
1149:
1136:Titles and authors
927:orphaned computers
886:scripting language
800:The New Zork Times
743:
677:A 1996 article in
585:
500:J. C. R. Licklider
482:computer over the
364:IBM PC compatibles
310:Infocom games are
132:J. C. R. Licklider
36:Infocommunications
4646:
4645:
4534:
4533:
4441:
4440:
4171:Leather Goddesses
4165:
4164:
3662:The Good Old Days
3095:Popular Mechanics
2893:Popular Mechanics
2389:. pp. 30–41.
2293:978-0-429-75261-2
1899:(2002; contained
1855:(1997; contained
1808:(1994; contained
1772:(1986; contained
1754:(1986; contained
1731:Elizabeth Langosy
1666:& Amy Briggs)
1585:(1996, developed
1535:(1989, Bob Bates)
1098:Lost Treasures II
861:Lotus Development
522:Personal Software
444:. Development of
258:
257:
16:(Redirected from
4716:
4565:Related articles
4556:Westwood Studios
4450:
4337:Plundered Hearts
4288:Hollywood Hijinx
4228:
4056:Original trilogy
4053:
4033:
4026:
4019:
4010:
3974:
3973:
3971:
3969:
3952:
3946:
3945:
3937:
3935:
3918:
3912:
3898:
3892:
3891:
3885:
3877:
3870:
3864:
3863:
3852:
3846:
3845:
3840:. Archived from
3834:
3828:
3827:
3814:
3808:
3807:
3802:. Archived from
3796:
3790:
3789:
3776:
3770:
3769:
3764:. Archived from
3756:
3750:
3749:
3747:
3745:
3731:
3725:
3724:
3723:. The Gameshelf.
3713:
3707:
3706:
3704:
3702:
3693:. Archived from
3682:
3673:
3672:
3670:
3668:
3654:
3648:
3647:
3645:
3643:
3626:
3620:
3619:
3617:
3615:
3610:. pp. 30–32
3599:
3593:
3592:
3590:
3588:
3583:. pp. 14–15
3572:
3566:
3565:
3563:
3561:
3556:on April 4, 2013
3540:
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3529:
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3416:
3415:
3405:
3399:
3398:
3396:
3394:
3378:
3369:
3368:
3366:
3364:
3355:. Archived from
3344:
3331:
3330:
3318:
3312:
3311:
3309:
3307:
3291:
3282:
3281:
3279:
3277:
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3173:
3151:
3145:
3144:
3142:
3140:
3118:
3112:
3111:
3109:
3107:
3098:. Archived from
3085:
3079:
3078:
3068:
3062:
3061:
3059:
3057:
3035:
3029:
3028:
3026:
3024:
3004:
2998:
2997:
2973:
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2964:
2962:
2940:
2934:
2933:
2931:
2929:
2924:on March 7, 2016
2908:
2902:
2901:
2896:. Archived from
2883:
2877:
2876:
2874:
2872:
2853:
2847:
2846:
2836:
2829:
2827:
2802:
2801:
2791:
2782:
2781:
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2777:
2756:
2750:
2749:
2747:
2745:
2740:on June 17, 2000
2724:
2718:
2717:
2695:
2689:
2688:
2676:Family Computing
2666:
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2643:
2637:
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2607:
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2580:
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2298:
2297:
2275:
2269:
2268:
2262:
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2243:
2234:
2233:
2232:on June 7, 1997.
2228:. Archived from
2225:The Boston Globe
2215:
2209:
2205:
2199:
2189:
2183:
2182:
2180:
2178:
2169:. Archived from
2162:
2145:
2144:
2142:
2140:
2124:
2111:
2110:
2100:
2052:Internet Archive
1752:The Zork Trilogy
1704:Westwood Studios
1619:Westwood Studios
1508:Plundered Hearts
1432:Hollywood Hijinx
1052:publishing label
953:Penguin Software
939:
776:Plundered Hearts
496:software company
380:Commodore Plus/4
354:simultaneously:
265:software company
263:was an American
159:
157:
93:
91:
68:
61:
21:
4724:
4723:
4719:
4718:
4717:
4715:
4714:
4713:
4649:
4648:
4647:
4642:
4597:Legends of Zork
4560:
4530:
4499:
4437:
4405:
4219:
4192:
4161:
4121:
4086:
4042:
4037:
3994:Wayback Machine
3983:
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3977:
3967:
3965:
3954:
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3933:
3931:
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3899:
3895:
3878:
3872:
3871:
3867:
3860:oregonstate.edu
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3513:
3512:
3508:
3498:
3496:
3486:
3485:
3481:
3445:
3444:
3440:
3431:. No. 24.
3428:Next Generation
3424:
3423:
3419:
3411:Next Generation
3407:
3406:
3402:
3392:
3390:
3380:
3379:
3372:
3362:
3360:
3359:on July 5, 2009
3346:
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3102:on May 27, 2019
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2795:
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2785:
2775:
2773:
2772:on June 4, 2004
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2385:. No. 10.
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2335:(Spring 1985).
2331:
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2310:(Winter 1985).
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1278:and Marc Blank)
1154:
1138:
1046:' unsuccessful
1040:
975:
967:Electronic Arts
937:
911:
857:
832:
792:
747:copy protection
736:"Feelies" from
697:Commodore Amiga
689:Apple Macintosh
680:Next Generation
654:
590:
428:
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332:virtual machine
312:text adventures
308:
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171:on 13 June 1986
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51:Brave New World
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4604:Return to Zork
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4495:Brian Moriarty
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2506:. p. 56.
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2249:(March 2014).
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1993:interpreters.
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468:. Inspired by
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352:home computers
347:to festeron".
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4393:Wishbringer
4260:Bureaucracy
4253:Border Zone
4224:Other games
4214:Stationfall
4134:Beyond Zork
3934:January 26,
3909:Jason Scott
3744:October 21,
3701:January 23,
3056:December 1,
3045:Polygon.com
3023:October 29,
3013:thewrap.com
2928:October 28,
2871:October 28,
2382:Retro Gamer
2357:Retro Gamer
2194:Wishbringer
2056:source code
2048:Jason Scott
2033:Beyond Zork
2031:as well as
2010:Wishbringer
1979:interpreter
1963:source code
1917:(contained
1869:Beyond Zork
1822:Beyond Zork
1746:Collections
1711:Infocomics
1484:Bureaucracy
1476:Border Zone
1336:The Witness
1302:Stationfall
1038:Later years
994:Bruce Davis
946:Cornerstone
935:Cornerstone
919:DEC Rainbow
903:Cornerstone
898:Cornerstone
890:Cornerstone
874:Cornerstone
854:Cornerstone
816:walkthrough
807:InvisiClues
790:Invisiclues
708:Easter Eggs
476:text parser
368:Amstrad CPC
334:called the
282:Cornerstone
136:Chris Reeve
77:Video games
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4653:Categories
4546:Activision
4526:Joe Ybarra
4480:Amy Briggs
4475:Marc Blank
4425:Fooblitzky
4344:Seastalker
4267:Cutthroats
4207:Planetfall
4198:Planetfall
3363:October 9,
3172:January 8,
2961:August 30,
2814:s monthly
2744:August 23,
2733:Gamecenter
2259:August 17,
2087:References
2071:easter egg
2002:Planetfall
1885:Planetfall
1664:Ken Updike
1639:Fooblitzky
1607:BattleTech
1599:Activision
1587:Zombie LLC
1513:Amy Briggs
1457:Stu Galley
1372:Cutthroats
1361:Stu Galley
1356:Seastalker
1341:Stu Galley
1294:Planetfall
1286:Planetfall
1064:Mike Verdu
1048:Infocomics
1027:Fooblitzky
983:Activision
963:Broderbund
727:Marc Blank
672:Joel Berez
541:bestseller
491:reports.
458:Marc Blank
294:Activision
253:Activision
222:Planetfall
188:Key people
169:Activision
156:1989-05-05
123:Stu Galley
117:Mike Broos
113:Marc Blank
109:Joel Berez
90:1979-06-22
4617:Z-machine
4539:Companies
4465:Bob Bates
4379:Suspended
4365:Starcross
4148:Anthology
4141:Zork Zero
4102:Enchanter
4092:Enchanter
3998:MobyGames
3968:April 16,
3962:Gamasutra
3903:on ascii.
3499:March 19,
3493:InfoWorld
3474:1941-2258
3300:InfoWorld
3139:August 8,
2776:April 22,
2685:0899-7373
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2366:1742-3155
2284:CRC Press
2063:in 2019.
2037:Zork Zero
1967:Z-machine
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1826:Zork Zero
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1204:Enchanter
1199:Trilogy:
1197:Enchanter
1060:Bob Bates
915:InfoWorld
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770:Enchanter
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652:Reception
588:Expansion
539:became a
512:Microsoft
399:Macintosh
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4521:Al Vezza
4323:Moonmist
4274:Deadline
4246:Ballyhoo
4109:Sorcerer
4080:Zork III
3990:Archived
3882:cite web
3691:NewMedia
3667:July 14,
3614:July 28,
3608:Softline
3387:Compute!
3276:July 12,
3250:July 11,
3224:July 10,
3166:Archived
3133:Archived
3050:Archived
3017:Archived
2955:Archived
2820:Archived
2704:Compute!
2646:"Zork".
2625:Archived
2479:Archived
2439:Archived
2075:Treyarch
1975:Internet
1865:Zork III
1818:Zork III
1778:Sorcerer
1764:Zork III
1452:Moonmist
1420:Ballyhoo
1312:Deadline
1289:series:
1212:Sorcerer
1163:series:
1007:backlist
987:Jim Levy
942:en masse
896:; while
869:database
749:against
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504:Al Vezza
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395:TI-99/4A
356:Apple II
328:bytecode
306:Overview
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205:Products
140:Al Vezza
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4689:Infocom
4386:Trinity
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4302:Journey
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4094:trilogy
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4040:Infocom
3759:effort.
3642:May 21,
3587:July 2,
3581:inCider
3528:May 21,
3106:May 27,
2765:GameSpy
2434:USGamer
2177:June 7,
1960:FORTRAN
1955:Dungeon
1861:Zork II
1814:Zork II
1760:Zork II
1729:(1988,
1674:(1988,
1658:(1988,
1644:Poh Lim
1548:Journey
1523:(1988,
1511:(1987,
1468:Trinity
1455:(1986,
1435:(1986,
1423:(1986,
1396:Suspect
1359:(1984,
1348:Infidel
1339:(1983,
1274:(1997,
1254:(1987,
1243:ZZAP!64
1215:(1984,
921:or the
894:IBM PCs
685:feelies
642:Camelot
626:Softsel
559:genres.
532:games.
484:ARPANET
421:History
279:called
261:Infocom
154: (
149:Defunct
88: (
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4446:People
4070:Zork I
3823:GitHub
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1991:Nitfol
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1940:Legacy
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693:IBM PC
610:, and
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568:Zork I
537:Zork I
526:Zork I
480:PDP-10
460:, and
413:, and
411:TRS-80
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344:parser
248:Parent
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2561:Video
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820:spoil
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3970:2019
3936:2016
3888:link
3746:2017
3703:2020
3669:2021
3644:2016
3616:2014
3589:2014
3562:2019
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3530:2016
3501:2011
3470:ISSN
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3308:2015
3278:2014
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3141:2022
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