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{{short description|American software company}} | {{short description|American software company}} | ||
{{About|the software company|the web hosting service company|InfoCom Corporation|the field of information and communications technology|Infocommunications| | {{About|the software company|the web hosting service company|InfoCom Corporation|the field of information and communications technology|Infocommunications}} | ||
{{Use American English|date=March 2026}} | |||
{{Use mdy dates|date=January 2019}} | {{Use mdy dates|date=January 2019}} | ||
{{Infobox company | {{Infobox company | ||
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| logo = Logo of Infocom Inc.svg | | logo = Logo of Infocom Inc.svg | ||
| industry = [[Video game industry|Video games]] | | industry = [[Video game industry|Video games]] | ||
| | | founded = {{Sda|1979|06|22}} | ||
| founders = {{Unbulleted list|[[Tim Anderson (programmer)|Tim Anderson]]|Joel Berez|[[Marc Blank]]|Mike Broos|Scott Cutler|Stu Galley|[[Dave Lebling]]|[[J. C. R. Licklider]]|Chris Reeve|[[Al Vezza]]}} | | founders = {{Unbulleted list|[[Tim Anderson (programmer)|Tim Anderson]]|Joel Berez|[[Marc Blank]]|Mike Broos|Scott Cutler|Stu Galley|[[Dave Lebling]]|[[J. C. R. Licklider]]|Chris Reeve|[[Al Vezza]]}} | ||
| fate = Merged into [[Activision]] on 13 June 1986<ref name="wilson199111"/> | | fate = Merged into [[Activision]] on 13 June 1986<ref name="wilson199111"/> | ||
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| products = ''[[Zork]]''<br>''[[Deadline (1982 video game)|Deadline]]''<br>''[[Planetfall]]''<br>''[[The Hitchhiker's Guide to the Galaxy (computer game)|The Hitchhiker's Guide to the Galaxy]]''<br>''[[A Mind Forever Voyaging]]''<br>''[[Leather Goddesses of Phobos]]'' | | products = ''[[Zork]]''<br>''[[Deadline (1982 video game)|Deadline]]''<br>''[[Planetfall]]''<br>''[[The Hitchhiker's Guide to the Galaxy (computer game)|The Hitchhiker's Guide to the Galaxy]]''<br>''[[A Mind Forever Voyaging]]''<br>''[[Leather Goddesses of Phobos]]'' | ||
| parent = [[Activision]] | | parent = [[Activision]] | ||
| | | website = | ||
}} | }} | ||
'''Infocom, Inc.''' | '''Infocom, Inc.''' was an American software company based in [[Cambridge, Massachusetts]], that produced numerous works of [[interactive fiction]]. They also produced a business application, a [[relational database]] called ''[[Cornerstone (software)|Cornerstone]]''.<ref name=briceno2000/> | ||
Infocom was founded on June 22, 1979, by staff and students of [[Massachusetts Institute of Technology]], and lasted as an independent company until 1986, when it was bought by [[Activision]]. Activision shut down the Infocom division in 1989, although they released some titles in the 1990s under the Infocom ''[[Zork]]'' brand. Activision abandoned the Infocom trademark in 2002. | Infocom was founded on June 22, 1979, by staff and students of the [[Massachusetts Institute of Technology]], and lasted as an independent company until 1986, when it was bought by [[Activision]]. Activision shut down the Infocom division in 1989, although they released some titles in the 1990s under the Infocom ''[[Zork]]'' brand. Activision abandoned the Infocom trademark in 2002. | ||
==Overview== | ==Overview== | ||
Infocom games are [[interactive fiction|text adventures]] 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 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". | Infocom games are [[interactive fiction|text adventures]] 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 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". | ||
Infocom games were written using a programming language called [[Z-machine|ZIL]] (Zork Implementation Language), itself derived directly from [[MDL (programming language)|MDL]], that compiled into a [[bytecode]] able to run on a standardized [[virtual machine]] called the [[Z-machine]]. As the games were text based and used variants of the same Z-machine interpreter, the interpreter had to be ported to new [[computer architecture]]s only once per architecture, rather than once per game. Each game file included a sophisticated [[parser]] 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 to festeron".<ref>[ | Infocom games were written using a programming language called [[Z-machine|ZIL]] (Zork Implementation Language), itself derived directly from [[MDL (programming language)|MDL]], that compiled into a [[bytecode]] able to run on a standardized [[virtual machine]] called the [[Z-machine]]. As the games were text based and used variants of the same Z-machine interpreter, the interpreter had to be ported to new [[computer architecture]]s only once per architecture, rather than once per game. Each game file included a sophisticated [[parser]] 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 to festeron".<ref>[https://www.lemonamiga.com/games/docs.php?id=1795 The ''Wishbringer'' manual] with more examples of complex commands possible with Infocom games.</ref> | ||
With the Z-machine, Infocom was able to release most of their games for most popular [[home computer]]s simultaneously: [[Apple II]], [[Atari 8-bit computers]], [[IBM PC compatible]]s, [[Amstrad CPC]]/[[Amstrad PCW|PCW]] (one disc worked on both machines), [[Commodore 64]], [[ | With the Z-machine, Infocom was able to release most of their games for most popular [[home computer]]s simultaneously: [[Apple II]], [[Atari 8-bit computers]], [[IBM PC compatible]]s, [[Amstrad CPC]]/[[Amstrad PCW|PCW]] (one disc worked on both machines), [[Commodore 64]], [[Plus/4]], [[Commodore 128]],<ref>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 C64)</ref> [[Kaypro]] [[CP/M]], [[TI-99/4A]], [[Mac (computer)|Macintosh]], [[Atari ST]], [[Amiga]], [[TRS-80]], and [[TRS-80 Color Computer]]. | ||
<!-- Note 1: Infocom was actually one of the very few companies (if not the only one) to release game software for the C128 as such, contrary to most software houses, who only catered for the C64 (and thence the compatible C128 in C64 mode only). --> | <!-- Note 1: Infocom was actually one of the very few companies (if not the only one) to release game software for the C128 as such, contrary to most software houses, who only catered for the C64 (and thence the compatible C128 in C64 mode only). --> | ||
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Infocom began as a collaboration between [[Massachusetts Institute of Technology]] (MIT) faculty and alumni, some of whom had previously worked a [[Interactive fiction|text-based adventure]] game called ''[[Zork]]''.<ref name="Globe1984">{{cite news |last=Dyer |first=Richard |date=May 6, 1984 |title=Masters of the Game |newspaper=[[The Boston Globe]] |url=http://www.csd.uwo.ca/Infocom/Articles/globe84.html |archive-url=https://web.archive.org/web/19970607204921/http://www.csd.uwo.ca/Infocom/Articles/globe84.html |archive-date=June 7, 1997}}</ref> Development of ''Zork'' began in 1977 at the MIT [[Project MAC|Laboratory for Computer Science]], with an initial team including [[Tim Anderson (programmer)|Tim Anderson]], [[Marc Blank]], and [[Dave Lebling]], as well as [[Bruce Daniels]].<ref name="GDCTalk">{{cite AV media |url=https://www.gdcvault.com/play/1020612/Classic-Game-Postmortem |title=Classic Game Postmortem: Zork |date=March 2014 |last=Lebling |first=Dave |type=conference presentation |author-link=Dave Lebling |access-date=August 17, 2022 |via=[[Game Developers Conference]]}}</ref> Inspired by ''[[Colossal Cave Adventure]]'',<ref name="smith">{{cite book |last1=Smith |first1=Alexander |title=They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982 |date=2019 |publisher=[[CRC Press]] |isbn=978-0-429-75261-2}}</ref> the developers aspired to improve on the formula with a more robust [[text parser]] and more logical puzzles.<ref name="History1">{{cite magazine |last=Anderson |first=Tim |author-link=Tim Anderson (programmer) |date=Winter 1985 |title=The History of Zork – First in a series |url=https://archive.org/details/New_Zork_Times_The_Vol._IV_No._1_1985-03_Infocom_US/page/n5/mode/2up |magazine=The New Zork Times |volume=4 |issue=1 |pages=6–7, 11}}</ref> 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 [[PDP-10]] computer over the [[ARPANET]] 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.<ref name="GDCTalk" /><ref name="History2">{{cite magazine |last=Anderson |first=Tim |author-link=Tim Anderson (programmer) |date=Spring 1985 |title=The History of Zork – Second in a series |url=https://archive.org/details/New_Zork_Times_The_Vol._4_No._2_1985-06_Infocom_US/page/n1/mode/2up |magazine=The New Zork Times |volume=4 |issue=2 |pages=3–5}}</ref> This community interacted with the developers as they created the game, playtesting additions and submitting [[Software bug|bug]] reports.<ref name="History2" /><ref name="Retro77">{{cite magazine |date=May 2010 |title=The Making of Zork |magazine=[[Retro Gamer]] |issue=77 |pages=36–39 |issn=1742-3155}}</ref> | Infocom began as a collaboration between [[Massachusetts Institute of Technology]] (MIT) faculty and alumni, some of whom had previously worked a [[Interactive fiction|text-based adventure]] game called ''[[Zork]]''.<ref name="Globe1984">{{cite news |last=Dyer |first=Richard |date=May 6, 1984 |title=Masters of the Game |newspaper=[[The Boston Globe]] |url=http://www.csd.uwo.ca/Infocom/Articles/globe84.html |archive-url=https://web.archive.org/web/19970607204921/http://www.csd.uwo.ca/Infocom/Articles/globe84.html |archive-date=June 7, 1997}}</ref> Development of ''Zork'' began in 1977 at the MIT [[Project MAC|Laboratory for Computer Science]], with an initial team including [[Tim Anderson (programmer)|Tim Anderson]], [[Marc Blank]], and [[Dave Lebling]], as well as [[Bruce Daniels]].<ref name="GDCTalk">{{cite AV media |url=https://www.gdcvault.com/play/1020612/Classic-Game-Postmortem |title=Classic Game Postmortem: Zork |date=March 2014 |last=Lebling |first=Dave |type=conference presentation |author-link=Dave Lebling |access-date=August 17, 2022 |via=[[Game Developers Conference]]}}</ref> Inspired by ''[[Colossal Cave Adventure]]'',<ref name="smith">{{cite book |last1=Smith |first1=Alexander |title=They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982 |date=2019 |publisher=[[CRC Press]] |isbn=978-0-429-75261-2}}</ref> the developers aspired to improve on the formula with a more robust [[text parser]] and more logical puzzles.<ref name="History1">{{cite magazine |last=Anderson |first=Tim |author-link=Tim Anderson (programmer) |date=Winter 1985 |title=The History of Zork – First in a series |url=https://archive.org/details/New_Zork_Times_The_Vol._IV_No._1_1985-03_Infocom_US/page/n5/mode/2up |magazine=The New Zork Times |volume=4 |issue=1 |pages=6–7, 11}}</ref> 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 [[PDP-10]] computer over the [[ARPANET]] 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.<ref name="GDCTalk" /><ref name="History2">{{cite magazine |last=Anderson |first=Tim |author-link=Tim Anderson (programmer) |date=Spring 1985 |title=The History of Zork – Second in a series |url=https://archive.org/details/New_Zork_Times_The_Vol._4_No._2_1985-06_Infocom_US/page/n1/mode/2up |magazine=The New Zork Times |volume=4 |issue=2 |pages=3–5}}</ref> This community interacted with the developers as they created the game, playtesting additions and submitting [[Software bug|bug]] reports.<ref name="History2" /><ref name="Retro77">{{cite magazine |date=May 2010 |title=The Making of Zork |magazine=[[Retro Gamer]] |issue=77 |pages=36–39 |issn=1742-3155}}</ref> | ||
Infocom was officially founded as a | Infocom was officially founded as a software company on June 22, 1979, with founding members Tim Anderson, Joel Berez, Marc Blank, Mike Broos, Scott Cutler, Stu Galley, Dave Lebling, [[J. C. R. Licklider]], Chris Reeve, and [[Al Vezza]].<ref>{{cite magazine |last=Williams |first=Wayne |title=The Next Dimension |magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |issue=10 |pages=30–41}}</ref> By the end of the year, the core ''Zork'' game was complete, and Berez was elected the company's president.<ref name="History3">{{cite magazine |last=Galley |first=Stu |date=Summer 1985 |title=The History of Zork – Third in a series |url=https://archive.org/details/New_Zork_Times_The_Vol._IV_No._3_1985-09_Infocom_US/page/n3/mode/2up |magazine=The New Zork Times |volume=4 |issue=3 |pages=4–5}}</ref> The studio began seeking a professional publisher with store and distributor connections. After [[Microsoft]] passed on the project due to competition with their own ''[[Microsoft Adventure]]'' (1979), Infocom negotiated a publishing agreement with [[VisiCorp|Personal Software]], one of the first professional software publishing companies.<ref name="History3" /><ref name="USG2015">{{cite web |last1=Rignall |first1=Jaz |author-link1=Julian Rignall |last2=Parish |first2=Jeremy |date=December 25, 2015 |title=Dave Lebling on the Genesis of the Adventure Game – and the Creation of Zork |url=http://www.usgamer.net/articles/dave-lebling-interview |url-status=live |archive-url=https://web.archive.org/web/20220730040255/https://www.usgamer.net/articles/dave-lebling-interview |archive-date=July 30, 2022 |access-date=August 5, 2022 |website=[[Gamer Network|USGamer]]}}</ref> However, Infocom grew wary of the publisher's lack of advertising for ''Zork I'', 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 ''Zork'' games.<ref name="History3" /> | ||
Following its 1980 release, ''Zork I'' became a [[bestseller]] from 1983 through 1985.<ref name="Inc19832">{{cite magazine |last=Solomon |first=Abby |date=October 1983 |title=Games Businesspeople Play |url=https://www.inc.com/magazine/19831001/5758.html |url-status=live |magazine=[[Inc. (magazine)|Inc.]] |issn=0162-8968 |archive-url=https://web.archive.org/web/20220407063306/https://www.inc.com/magazine/19831001/5758.html |archive-date=April 7, 2022 |access-date=August 8, 2022}}</ref | Following its 1980 release, ''Zork I'' became a [[bestseller]] from 1983 through 1985.<ref name="Inc19832">{{cite magazine |last=Solomon |first=Abby |date=October 1983 |title=Games Businesspeople Play |url=https://www.inc.com/magazine/19831001/5758.html |url-status=live |magazine=[[Inc. (magazine)|Inc.]] |issn=0162-8968 |archive-url=https://web.archive.org/web/20220407063306/https://www.inc.com/magazine/19831001/5758.html |archive-date=April 7, 2022 |access-date=August 8, 2022}}</ref>{{r|mace19840402}}<ref name="Video12">{{cite magazine |last1=Ditlea |first1=Steve |last2=Onosco |first2=Tim |last3=Kunkel |first3=Bill |author-link3=Bill Kunkel (gaming) |date=February 1985 |title=Random Access: Best Sellers/Recreation |magazine=[[Video (magazine)|Video]] |volume=8 |issue=11 |page=35 |issn=0147-8907}}</ref><ref name="Video22">{{cite magazine |last1=Onosco |first1=Tim |last2=Kohl |first2=Louise |last3=Kunkel |first3=Bill |author-link3=Bill Kunkel (gaming) |last4=Garr |first4=Doug |date=March 1985 |title=Random Access: Best Sellers/Recreation |magazine=[[Video (magazine)|Video]] |volume=8 |issue=12 |page=43 |issn=0147-8907}}</ref><ref name="IIC19852">{{cite magazine |last=Ciraolo |first=Michael |date=October 1985 |title=Top Software / A List of Favorites |url=https://archive.org/stream/II_Computing_Vol_1_No_1_Oct_Nov_85_Premiere#page/n51/mode/2up |magazine=II Computing |volume=1 |issue=1 |pages=51 |issn=0889-9134}}</ref> 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.<ref name="GSW2008">{{cite web |last=Carless |first=Simon |author-link=Simon Carless |date=September 20, 2008 |title=Great Scott: Infocom's All-Time Sales Numbers Revealed |url=http://www.gamesetwatch.com/2008/09/great_scott_infocoms_alltime_s.php |url-status=live |archive-url=https://web.archive.org/web/20080924074642/http://www.gamesetwatch.com/2008/09/great_scott_infocoms_alltime_s.php |archive-date=September 24, 2008 |access-date=September 23, 2008 |work=[[Game Developer (website)#GameSetWatch|GameSetWatch]]}}</ref> Reviewers hailed ''Zork'' as the best adventure game to date,<ref name="CM1983">{{cite magazine |date=November 1983 |title=Zork |magazine=Commodore Magazine |volume=3 |issue=6 |pages=8–11 |issn=0814-5741}}</ref><ref name="FC1983">{{cite magazine |last=Grevstad |first=Eric |date=September 1983 |title=Zork I (Adventure) |url=https://archive.org/details/family-computing-01/page/n97/mode/2up |magazine=[[Family Computing]] |volume=1 |issue=1 |page=98 |issn=0899-7373}}</ref> with later critics regarding it as [[List of video games considered the best|one of the greatest games of all time]].<ref name="GreatestGames2">{{cite book |last1=Gutman |first1=Dan |title=The Greatest Games: The 93 Best Computer Games of All Time |last2=Addams |first2=Shay |publisher=[[Compute!]] Publications, Inc. |year=1985 |isbn=0-942386-95-7}}</ref><ref name="Gamecenter2">{{cite web |date=January 5, 2000 |title=The Top 40 Games of the Millennium |url=http://www.gamecenter.com/Features/Exclusives/Top40games/index.html |url-status=dead |archive-url=https://web.archive.org/web/20000617031446/http://www.gamecenter.com/Features/Exclusives/Top40games/ss14.html |archive-date=June 17, 2000 |access-date=August 23, 2022 |website=[[CNET#Gamecenter|Gamecenter]]}}</ref><ref name="GameSpy2">{{cite web |year=2001 |title=GameSpy's Top 50 Games of All Time |url=http://archive.gamespy.com/articles/july01/top50index/ |url-status=dead |archive-url=https://web.archive.org/web/20040604135802/http://archive.gamespy.com/articles/july01/top50index/ |archive-date=June 4, 2004 |access-date=April 22, 2022 |website=[[GameSpy]]}}</ref><ref name="SMH2">{{cite news |last=Hollingworth |first=David |date=June 6, 2002 |title=Top 50 video games of all time |website=[[Sydney Morning Herald]] |type=Published in print, with additional preface, as part of the ''Herald'''s monthly ''e)mag'' supplement. |url=https://www.smh.com.au/lifestyle/top-50-video-games-of-all-time-20020606-gdfcdk.html |url-status=live |access-date=May 3, 2022 |archive-url=https://web.archive.org/web/20210126020406/https://www.smh.com.au/lifestyle/top-50-video-games-of-all-time-20020606-gdfcdk.html |archive-date=January 26, 2021}}</ref><ref name="GI20092">{{cite magazine |date=January 2010 |title=The Top 200 Games of All Time |magazine=[[Game Informer]] |issue=200}}</ref><ref name="IGN20152">{{cite web |date=June 1, 2015 |title=Top 100 Video Games of All Time |url=http://ca.ign.com/lists/top-100-games/ |archive-url=https://web.archive.org/web/20171210124028/http://ign.com/lists/top-100-games/ |archive-date=December 10, 2017 |access-date=October 28, 2017 |website=IGN}}</ref><ref name="PopularMechanics20142">{{cite magazine |last=Moore |first=Bo |date=June 16, 2014 |title=The 100 Greatest Video Games of All Time |url=http://www.popularmechanics.com/culture/gaming/g134/the-100-greatest-video-games-of-all-time/ |url-status=dead |magazine=[[Popular Mechanics]] |archive-url=https://web.archive.org/web/20161202235359/http://www.popularmechanics.com/culture/gaming/g134/the-100-greatest-video-games-of-all-time/ |archive-date=December 2, 2016}}</ref><ref name="Time20122">{{cite magazine |date=November 15, 2012 |title=All-TIME 100 Video Games |url=https://techland.time.com/2012/11/15/all-time-100-video-games/ |magazine=[[Time (magazine)|Time]] |archive-url=https://web.archive.org/web/20160307075016/https://techland.time.com/2012/11/15/all-time-100-video-games/ |archive-date=March 7, 2016 |url-status=live |access-date=October 28, 2017}}</ref><ref name="Time20162">{{cite magazine |last1=Peckham |first1=Matt |last2=Eadicicco |first2=Lisa |last3=Fitzpatrick |first3=Alex |last4=Vella |first4=Matt |last5=Patrick Pullen |first5=John |last6=Raab |first6=Josh |last7=Grossman |first7=Lev |date=August 23, 2016 |title=The 50 Best Video Games of All Time |url=https://time.com/4458554/best-video-games-all-time/ |url-status=live |magazine=[[Time (magazine)|Time]] |archive-url=https://web.archive.org/web/20160830154639/https://time.com/4458554/best-video-games-all-time/ |archive-date=August 30, 2016 |access-date=August 30, 2016}}</ref><ref name="1001Games2">{{cite book |title=[[1001 Video Games You Must Play Before You Die]] |publisher=[[Universe Publishing]] |year=2013 |isbn=978-1844037667 |editor=Tony Mott}}</ref><ref name="TheWrap2">{{cite web |last=Owen |first=Phil |date=March 13, 2017 |title=The 30 Best Video Games of All Time, Ranked |url=https://www.thewrap.com/the-30-best-video-games-of-all-time-photos/ |url-status=live |archive-url=https://web.archive.org/web/20171029172938/https://www.thewrap.com/the-30-best-video-games-of-all-time-photos/ |archive-date=October 29, 2017 |access-date=October 29, 2017 |website=thewrap.com}}</ref><ref name="Polygon2">{{cite web |last=Polygon Staff |date=November 27, 2017 |title=The 500 Best Video Games of All Time |url=https://www.polygon.com/features/2017/11/27/16158276/polygon-500-best-games-of-all-time-500-401 |url-status=live |archive-url=https://web.archive.org/web/20180303210843/https://www.polygon.com/features/2017/11/27/16158276/polygon-500-best-games-of-all-time-500-401 |archive-date=March 3, 2018 |access-date=December 1, 2017 |website=[[Polygon (website)|Polygon.com]]}}</ref><ref name="GI20182">{{cite magazine |date=April 2018 |title=The Top 300 Games of All Time |magazine=[[Game Informer]] |issue=300}}</ref><ref name="PopularMechanics20192">{{cite magazine |last1=Moore |first1=Bo |last2=Schuback |first2=Adam |date=March 21, 2019 |title=The 100 Greatest Video Games of All Time |url=https://www.popularmechanics.com/culture/gaming/g134/the-100-greatest-video-games-of-all-time/ |url-status=dead |magazine=[[Popular Mechanics]] |archive-url=https://web.archive.org/web/20190527230757/https://www.popularmechanics.com/culture/gaming/g134/the-100-greatest-video-games-of-all-time/ |archive-date=May 27, 2019 |access-date=May 27, 2019}}</ref> Historians noted the game as a foundation for the adventure game genre,<ref name="GS2007">{{cite web |last=Barton |first=Matt |date=June 28, 2007 |title=The History Of Zork |url=https://www.gamedeveloper.com/pc/the-history-of-zork |url-status=live |archive-url=https://web.archive.org/web/20220809014122/https://www.gamedeveloper.com/pc/the-history-of-zork |archive-date=August 9, 2022 |access-date=August 8, 2022 |website=[[Game Developer (website)|Game Developer]]}}</ref> as well as influencing the [[Multi-user dungeon|MUD]] and [[massively multiplayer online role-playing game]] genres.<ref name="GS2016">{{cite web |last=Heron |first=Michael |date=August 3, 2016 |title=Hunt The Syntax, Part One |url=https://www.gamedeveloper.com/design/hunt-the-syntax-part-one |url-status=live |archive-url=https://web.archive.org/web/20220108020637/https://www.gamedeveloper.com/design/hunt-the-syntax-part-one |archive-date=January 8, 2022 |access-date=January 8, 2022 |website=[[Game Developer (website)|Game Developer]]}}</ref>[[File:Zork I screenshot video game Gargoyle interpreter on Ubuntu Linux.png|thumb|300px|''[[Zork I]]'' was Infocom's first product. This screenshot of ''Zork I'' is representative of the sort of interaction a player has with Infocom's [[interactive fiction]] titles. Here it is depicted running on a modern [[Z-machine (interpreter)|Z-machine interpreter]].]] | ||
=== Expansion === | === Expansion === | ||
Lebling and Blank each authored several more games, and additional game writers (or "Implementers") were hired, notably including [[Steve Meretzky]].<ref name="zzap64.co.uk">{{cite web |title=Four Minds Forever Voyaging (Part I) |url= | Lebling and Blank each authored several more games, and additional game writers (or "Implementers") were hired, notably including [[Steve Meretzky]].<ref name="zzap64.co.uk">{{cite web |title=Four Minds Forever Voyaging (Part I) |url=https://www.zzap64.co.uk/zzap13/four_minds01.html}}</ref> Other popular and inventive titles included a number of sequels and spinoff games in the ''Zork'' series, ''[[The Hitchhiker's Guide to the Galaxy (video game)|The Hitchhiker's Guide to the Galaxy]]'' by [[Douglas Adams]], and ''[[A Mind Forever Voyaging]]''.<ref name="zzap64.co.uk" /> | ||
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 [[Tim Anderson (programmer)|Tim Anderson]] said of their situation, "It was phenomenal – we had a basement that just printed money."<ref name=briceno2000/> By 1983 Infocom was perhaps the dominant computer-game company; for example, all ten of its games were on the ''Softsel'' top 40 list of best-selling computer games for the week of December 12, 1983, with ''Zork'' in first place and two others in the top ten.{{r|maher20130320}} In late 1984, management declined an offer by publisher [[Simon & Schuster]] to acquire Infocom for $28 million, far more than the board of directors's valuation of $10–12 million.<ref name="maher20131023">{{cite web |url= | 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 [[Tim Anderson (programmer)|Tim Anderson]] said of their situation, "It was phenomenal – we had a basement that just printed money."<ref name=briceno2000/> By 1983 Infocom was perhaps the dominant computer-game company; for example, all ten of its games were on the ''Softsel'' top 40 list of best-selling computer games for the week of December 12, 1983, with ''Zork'' in first place and two others in the top ten.{{r|maher20130320}} In late 1984, management declined an offer by publisher [[Simon & Schuster]] to acquire Infocom for $28 million, far more than the board of directors's valuation of $10–12 million.<ref name="maher20131023">{{cite web |url=https://www.filfre.net/2013/10/masters-of-the-game/ |title=Masters of the Game |work=The Digital Antiquarian |date=October 23, 2013 |access-date=July 11, 2014 |author=Maher, Jimmy}}</ref> In 1993, ''Computer Gaming World'' described this era as the "Cambridge [[Camelot]], where the [[Great Underground Empire]] was formed".<ref name="cgw199307">{{cite news |url=http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=108 |title=The 7th International Computer Game Developers Conference |magazine=Computer Gaming World |date=July 1993 |access-date=July 12, 2014 |page=34}}</ref> | ||
===Reception=== | ===Reception=== | ||
Infocom games were popular, ''[[InfoWorld]]'' said, in part because "in offices all over America (more than anyone realizes) executives and managers are playing games on their computers".{{r|mace19840402}} An estimated 25% had a computer game "hidden somewhere in their drawers", ''[[Inc. (magazine)|Inc.]]'' reported, and they preferred Infocom adventures to arcade games.<ref name="solomon198310">{{Cite magazine |last=Solomon |first=Abby |date=October 1983 |title=Games Businesspeople Play |url=https://www.inc.com/magazine/19831001/5758.html |magazine=Inc. |language=en}}</ref> 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;<ref name="dyer19840506">{{Cite news |url=https://www.resonant.org/games/infocom/Articles/globe84.html |title=Masters of the Game |last=Dyer |first=Richard |date=May 6, 1984 |newspaper=Boston Globe |access-date=October 9, 2017 |archive-date=July 5, 2009 |archive-url=https://web.archive.org/web/20090705032556/http://www.resonant.org/games/infocom/Articles/globe84.html |url-status=dead }}</ref> in 1987 president [[Joel Berez]] stated, "[Infocom's] audience tends to be composed of heavy readers. We sell to the minority that does read".{{r|ferrell198801}} | Infocom games were popular, ''[[InfoWorld]]'' said, in part because "in offices all over America (more than anyone realizes) executives and managers are playing games on their computers".{{r|mace19840402}} An estimated 25% had a computer game "hidden somewhere in their drawers", ''[[Inc. (magazine)|Inc.]]'' reported, and they preferred Infocom adventures to arcade games.<ref name="solomon198310">{{Cite magazine |last=Solomon |first=Abby |date=October 1983 |title=Games Businesspeople Play |url=https://www.inc.com/magazine/19831001/5758.html |magazine=Inc. |language=en}}</ref> 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;<ref name="dyer19840506">{{Cite news |url=https://www.resonant.org/games/infocom/Articles/globe84.html |title=Masters of the Game |last=Dyer |first=Richard |date=May 6, 1984 |newspaper=Boston Globe |access-date=October 9, 2017 |archive-date=July 5, 2009 |archive-url=https://web.archive.org/web/20090705032556/http://www.resonant.org/games/infocom/Articles/globe84.html |url-status=dead }}</ref> in 1987 president [[Joel Berez]] stated, "[Infocom's] audience tends to be composed of heavy readers. We sell to the minority that does read".{{r|ferrell198801}} | ||
A 1996 article in ''[[Next Generation (magazine)|Next Generation]]'' said Infocom's "games were noted for having more depth than any other adventure games, before or since."<ref>{{cite magazine|title=The Next Generation 1996 Lexicon A to Z: Infocom|magazine=[[Next Generation (magazine)|Next Generation]]|issue=15 |date=March 1996|pages=34–35}}</ref> Three components proved key to Infocom's success: marketing strategy, rich storytelling and [[feelie]]s.{{Citation needed|date=June 2007}} Whereas most game developers sold their games mainly in software stores, Infocom also distributed their games via bookstores.<ref name=briceno2000/> Infocom's products appealed more to those with expensive computers, such as the [[Mac (computer)| | A 1996 article in ''[[Next Generation (magazine)|Next Generation]]'' said Infocom's "games were noted for having more depth than any other adventure games, before or since."<ref>{{cite magazine|title=The Next Generation 1996 Lexicon A to Z: Infocom|magazine=[[Next Generation (magazine)|Next Generation]]|issue=15 |date=March 1996|pages=34–35}}</ref> Three components proved key to Infocom's success: marketing strategy, rich storytelling and [[feelie]]s.{{Citation needed|date=June 2007}} Whereas most game developers sold their games mainly in software stores, Infocom also distributed their games via bookstores.<ref name=briceno2000/> Infocom's products appealed more to those with expensive computers, such as the [[Mac (computer)|Macintosh]], [[IBM PC]], and [[Amiga]]. 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".<ref name="ferrell198801">{{cite news |url=https://archive.org/stream/1988-01-compute-magazine/Compute_Issue_092_1988_Jan#page/n17/mode/2up |title=Interactive Text in an Animated Age |work=Compute! |date=January 1988 |access-date=November 10, 2013 |author=Ferrell, Keith |page=17}}</ref> 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,{{Citation needed|date=December 2008}} which allowed them to make money from a single game for a longer period of time. | ||
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.<ref>{{cite magazine|title=Crib Sheet|magazine=[[Next Generation (magazine)|Next Generation]]|issue=24 |publisher=[[Imagine Media]] |date=December 1996|page=26}}</ref> Infocom's puzzles were unique in that they were usually tightly 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. | 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.<ref>{{cite magazine|title=Crib Sheet|magazine=[[Next Generation (magazine)|Next Generation]]|issue=24 |publisher=[[Imagine Media]] |date=December 1996|page=26}}</ref> Infocom's puzzles were unique in that they were usually tightly 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. | ||
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The virtual machine significantly slowed ''Cornerstone''{{'}}s execution speed, however. Businesses were moving ''en masse'' 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 ''Cornerstone''; 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. | The virtual machine significantly slowed ''Cornerstone''{{'}}s execution speed, however. Businesses were moving ''en masse'' 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 ''Cornerstone''; 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. | ||
By 1982 the market was moving to graphic adventures. Infocom was interested in producing them, that year proposing to [[Penguin Software]] that Antonio Antiochia, author of its ''[[Transylvania (computer game)|Transylvania]]'', 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 [[Broderbund]] and [[Electronic Arts]] also releasing their own text games.{{r|dyer19840506}}<ref name="maher20130320">{{cite web |url= | By 1982 the market was moving to graphic adventures. Infocom was interested in producing them, that year proposing to [[Penguin Software]] that Antonio Antiochia, author of its ''[[Transylvania (computer game)|Transylvania]]'', 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 [[Broderbund]] and [[Electronic Arts]] also releasing their own text games.{{r|dyer19840506}}<ref name="maher20130320">{{cite web |url=https://www.filfre.net/2013/03/the-top-of-its-game/ |title=The Top of its Game |work=The Digital Antiquarian |date=March 20, 2013 |access-date=July 10, 2014 |author=Maher, Jimmy}}</ref> | ||
===Activision takeover=== | ===Activision takeover=== | ||
After ''Cornerstone'''s failure, Infocom laid off half of its 100 employees,<ref name="oxner198605">{{cite magazine |title=Hobby & Industry News |magazine=[[Computer Gaming World]] |issue=28 |date=May 1986 |url=http://www.cgwmuseum.org/galleries/index.php?year=1986&pub=2&id=28 |access-date=May 21, 2016| last=Oxner |first=Bill |page=4}}</ref> and [[Activision]] acquired the company on June 13, 1986, for $7.5 million.<ref name="wilson199111"/> The merger was pushed by Activision's CEO [[Jim Levy]], who was a fan of Infocom games and felt their two companies were in similar situations.<ref name="edge history">{{cite magazine | url = http://www.edge-online.com/features/short-history-activision/ | title = A Short History Of Activision | date = August 24, 2006 | access-date = February 13, 2019 | magazine = [[Edge (magazine)|Edge]] | archive-url = https://web.archive.org/web/20130404231907/http://www.edge-online.com/features/short-history-activision/ | archive-date= | After ''Cornerstone'''s failure, Infocom laid off half of its 100 employees,<ref name="oxner198605">{{cite magazine |title=Hobby & Industry News |magazine=[[Computer Gaming World]] |issue=28 |date=May 1986 |url=http://www.cgwmuseum.org/galleries/index.php?year=1986&pub=2&id=28 |access-date=May 21, 2016| last=Oxner |first=Bill |page=4}}</ref> and [[Activision]] acquired the company on June 13, 1986, for $7.5 million.<ref name="wilson199111"/> The merger was pushed by Activision's CEO [[Jim Levy]], who was a fan of Infocom games and felt their two companies were in similar situations.<ref name="edge history">{{cite magazine | url = http://www.edge-online.com/features/short-history-activision/ | title = A Short History Of Activision | date = August 24, 2006 | access-date = February 13, 2019 | magazine = [[Edge (magazine)|Edge]] | archive-url = https://web.archive.org/web/20130404231907/http://www.edge-online.com/features/short-history-activision/ | archive-date =April 4, 2013 }}</ref> 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.<ref name="muse198609">{{cite news |url=https://archive.org/stream/inCider_1986-09#page/n15/mode/2up |title=Capturing a Buffalo |work=inCider |date=September 1986 |access-date=July 2, 2014 |author=Muse, Dan |pages=14–15}}</ref> | ||
While relations were cordial between the two companies at first, Activision's ousting of Levy with new CEO [[Bruce Davis (video game industry)|Bruce Davis]] 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: | While relations were cordial between the two companies at first, Activision's ousting of Levy with new CEO [[Bruce Davis (video game industry)|Bruce Davis]] 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: | ||
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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 [[Bobby Kotick]], 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 ''Zork'' and other titles.<ref name="brick">{{cite journal | archive-url=https://web.archive.org/web/19980128082919/http://www.newmedia.com/NewMedia/96/09/screens/Activision_Rebound.html | url=http://www.newmedia.com:80/NewMedia/96/09/screens/Activision_Rebound.html | title=Activision: Reorganized, Redefined and on the Rebound | date=June 24, 1996 | author=Sengstack, Jeff | archive-date=January 28, 1998 | journal=NewMedia | url-status=dead | access-date=January 23, 2020 }}</ref> 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 ''[[The Lost Treasures of Infocom]]'', followed in 1992 by ''[[The Lost Treasures of Infocom|The Lost Treasures of Infocom II]]''. These compilations featured nearly every game produced by Infocom before 1988. (''[[Leather Goddesses of Phobos]]'' was not included in either bundle, but could be ordered via a coupon included with ''Lost Treasures II''.) 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 ''[[Classic Text Adventure Masterpieces of Infocom]]'', a single CD-ROM which contained the works of both collections. This release, however, was missing ''The Hitchhiker's Guide to the Galaxy'' and ''Shogun'' because the licenses from Douglas Adams' and [[James Clavell]]'s estates had expired. Under Kotick's leadership, Activision also developed ''[[Return to Zork]]'', published under its Infocom label.<ref name="brick"/> | 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 [[Bobby Kotick]], 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 ''Zork'' and other titles.<ref name="brick">{{cite journal | archive-url=https://web.archive.org/web/19980128082919/http://www.newmedia.com/NewMedia/96/09/screens/Activision_Rebound.html | url=http://www.newmedia.com:80/NewMedia/96/09/screens/Activision_Rebound.html | title=Activision: Reorganized, Redefined and on the Rebound | date=June 24, 1996 | author=Sengstack, Jeff | archive-date=January 28, 1998 | journal=NewMedia | url-status=dead | access-date=January 23, 2020 }}</ref> 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 ''[[The Lost Treasures of Infocom]]'', followed in 1992 by ''[[The Lost Treasures of Infocom|The Lost Treasures of Infocom II]]''. These compilations featured nearly every game produced by Infocom before 1988. (''[[Leather Goddesses of Phobos]]'' was not included in either bundle, but could be ordered via a coupon included with ''Lost Treasures II''.) 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 ''[[Classic Text Adventure Masterpieces of Infocom]]'', a single CD-ROM which contained the works of both collections. This release, however, was missing ''The Hitchhiker's Guide to the Galaxy'' and ''Shogun'' because the licenses from Douglas Adams' and [[James Clavell]]'s estates had expired. Under Kotick's leadership, Activision also developed ''[[Return to Zork]]'', published under its Infocom label.<ref name="brick"/> | ||
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 [[Omni Consumer Products (company)|Omni Consumer Products]], who registered the name around the same time as Klaeffling in 2007.<ref>{{ cite web |url=http://gameshelf.jmac.org/2010/02/that-new-official-infocom-web.html |title=''That "new" "official" Infocom web site'' |publisher=The Gameshelf}}</ref> As of March 2017, the trademark is owned by infocom.xyz, according to Bob Bates.<ref>{{Cite web|url= | 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 [[Omni Consumer Products (company)|Omni Consumer Products]], who registered the name around the same time as Klaeffling in 2007.<ref>{{ cite web |url=http://gameshelf.jmac.org/2010/02/that-new-official-infocom-web.html |title=''That "new" "official" Infocom web site'' |publisher=The Gameshelf}}</ref> As of March 2017, the trademark is owned by infocom.xyz, according to Bob Bates.<ref>{{Cite web|url=https://steamcommunity.com/app/532980/discussions/0/1488861734108749074/|title=Is this going to be an Infocom branded game? :: Thaumistry: In Charm's Way General Discussions|website=steamcommunity.com|language=en|access-date=October 21, 2017}}</ref> | ||
==Titles and authors== | ==Titles and authors== | ||
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==Legacy== | ==Legacy== | ||
With the exception of ''The Hitchhiker's Guide to the Galaxy'' and ''Shogun'', the copyrights to the Infocom games are believed to be still held by Activision. ''[[Zork#Creation|Dungeon]]'', the mainframe precursor to the commercial Zork trilogy, is believed to be free for non-commercial use.<ref>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 effort.{{cite web |url=http://www.vaxdungeon.com/Infocom/Articles/NZT/zorkhist.asp |archive-url=https://web.archive.org/web/20160202214348/http://www.vaxdungeon.com/Infocom/Articles/NZT/zorkhist.asp |archive-date=February 2, 2016 |url-status=dead |title=Infocom Interactive Fiction (Peter Scheyen Archive) }}</ref> but prohibited for commercial use.<ref>{{cite web |url=https://github.com/inge91/Zork-For-Android/blob/master/DMAIN.C |title=Zork for Android |website=[[GitHub]] |date=January 23, 2015 }}</ref> It was this copy that the popular Fortran mainframe version was based on.<ref>{{cite web |url=http://www.vaxdungeon.com/Infocom/Articles/NZT/zorkhist.asp |archive-url=https://web.archive.org/web/20160202214348/http://www.vaxdungeon.com/Infocom/Articles/NZT/zorkhist.asp |archive-date=February 2, 2016 |url-status=dead |title=Infocom Interactive Fiction (Peter Scheyen Archive) | With the exception of ''The Hitchhiker's Guide to the Galaxy'' and ''Shogun'', the copyrights to the Infocom games are believed to be still held by Activision. ''[[Zork#Creation|Dungeon]]'', the mainframe precursor to the commercial Zork trilogy, is believed to be free for non-commercial use.<ref>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 effort.{{cite web |url=http://www.vaxdungeon.com/Infocom/Articles/NZT/zorkhist.asp |archive-url=https://web.archive.org/web/20160202214348/http://www.vaxdungeon.com/Infocom/Articles/NZT/zorkhist.asp |archive-date=February 2, 2016 |url-status=dead |title=Infocom Interactive Fiction (Peter Scheyen Archive) }}</ref> but prohibited for commercial use.<ref>{{cite web |url=https://github.com/inge91/Zork-For-Android/blob/master/DMAIN.C |title=Zork for Android |website=[[GitHub]] |date=January 23, 2015 }}</ref> It was this copy that the popular Fortran mainframe version was based on.<ref>{{cite web |url=http://www.vaxdungeon.com/Infocom/Articles/NZT/zorkhist.asp |archive-url=https://web.archive.org/web/20160202214348/http://www.vaxdungeon.com/Infocom/Articles/NZT/zorkhist.asp |archive-date=February 2, 2016 |url-status=dead |title=Infocom Interactive Fiction (Peter Scheyen Archive) | ||
}}</ref> The C version was based on the Fortran version.<ref>{{cite web |url=https://github.com/inge91/Zork-For-Android/blob/master/HISTORY |title=Zork for Android – History |website=[[GitHub]] |date=January 23, 2015 }}</ref> and is available from The Interactive Fiction Archive as original [[FORTRAN]] [[source code]], a [[Z-machine]] story file and as various native [[source port]]s. Many Infocom titles can be downloaded via the [[Internet]], but only in violation of the copyright. Activision did at one point release the original trilogy for free-of-charge download as a promotion<ref>{{cite web |url=http://vaxdungeon.com/Infocom/download.asp |archive-url=https://web.archive.org/web/20111101112625/http://www.vaxdungeon.com/Infocom/download.asp |archive-date=November 1, 2011 |url-status=dead |title=Infocom Interactive Fiction (Peter Scheyen Archive) }}</ref> but prohibited redistribution<ref>{{cite web|url=http://people.oregonstate.edu/~petersp/ORST/WR121_files/README.TXT|title=Readme from the release|website=oregonstate.edu}}</ref> and have since discontinued this.<ref>{{cite web|url=http://liberatedgames.com/forums/index.php?t=msg&th=7&start=0&rid=0&S= |title=Liberated Games Forums: FAQs => General Liberated Games FAQ |date=October 12, 2007 |url-status=bot: unknown |archive-url=https://web.archive.org/web/20071012152419/http://liberatedgames.com/forums/index.php?t=msg&th=7&start=0&rid=0&S= |archive-date=October 12, 2007 | }}</ref> The C version was based on the Fortran version.<ref>{{cite web |url=https://github.com/inge91/Zork-For-Android/blob/master/HISTORY |title=Zork for Android – History |website=[[GitHub]] |date=January 23, 2015 }}</ref> and is available from The Interactive Fiction Archive as original [[FORTRAN]] [[source code]], a [[Z-machine]] story file and as various native [[source port]]s. Many Infocom titles can be downloaded via the [[Internet]], but only in violation of the copyright. Activision did at one point release the original trilogy for free-of-charge download as a promotion<ref>{{cite web |url=http://vaxdungeon.com/Infocom/download.asp |archive-url=https://web.archive.org/web/20111101112625/http://www.vaxdungeon.com/Infocom/download.asp |archive-date=November 1, 2011 |url-status=dead |title=Infocom Interactive Fiction (Peter Scheyen Archive) }}</ref> but prohibited redistribution<ref>{{cite web|url=http://people.oregonstate.edu/~petersp/ORST/WR121_files/README.TXT|title=Readme from the release|website=oregonstate.edu}}</ref> and have since discontinued this.<ref>{{cite web|url=http://liberatedgames.com/forums/index.php?t=msg&th=7&start=0&rid=0&S= |title=Liberated Games Forums: FAQs => General Liberated Games FAQ |date=October 12, 2007 |url-status=bot: unknown |archive-url=https://web.archive.org/web/20071012152419/http://liberatedgames.com/forums/index.php?t=msg&th=7&start=0&rid=0&S= |archive-date=October 12, 2007 }}</ref> 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 [[Interpreter (computing)|interpreter]] to play. Interpreters are available for most computer platforms, the most widely used being the [[Frotz]], [[Z-machine#Zip|Zip]], and [[Z-machine#Nitfol|Nitfol]] interpreters. | ||
Five games (''Zork I'', ''Planetfall'', ''The Hitchhiker's Guide to the Galaxy'', ''Wishbringer'' and ''Leather Goddesses of Phobos'') were re-released in Solid Gold format. The Solid Gold versions of those games include a built-in InvisiClues hint system. | Five games (''Zork I'', ''Planetfall'', ''The Hitchhiker's Guide to the Galaxy'', ''Wishbringer'' and ''Leather Goddesses of Phobos'') were re-released in Solid Gold format. The Solid Gold versions of those games include a built-in InvisiClues hint system. | ||
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In 2012, Activision released ''Lost Treasures of Infocom'' for iOS devices. In-app purchases provide access for 27 of the titles. It also lacks ''Shogun'' and ''The Hitchhiker's Guide to the Galaxy'' as well as ''Beyond Zork'', ''Zork Zero'' and ''Nord and Bert''. | In 2012, Activision released ''Lost Treasures of Infocom'' for iOS devices. In-app purchases provide access for 27 of the titles. It also lacks ''Shogun'' and ''The Hitchhiker's Guide to the Galaxy'' as well as ''Beyond Zork'', ''Zork Zero'' and ''Nord and Bert''. | ||
Efforts have been made to make the Infocom games source code available for preservation. In 2008, [[Jason Scott]], a video game preservationist contributing towards the [[Internet Archive]], 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 [[source code]] 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.<ref>[ | Efforts have been made to make the Infocom games source code available for preservation. In 2008, [[Jason Scott]], a video game preservationist contributing towards the [[Internet Archive]], 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 [[source code]] 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.<ref>[https://ascii.textfiles.com/archives/3778 GET LAMP Raw Interviews Pretty Much Up] on ascii.[[textfiles.com]] by [[Jason Scott]] (December 3, 2012)</ref><ref>{{cite magazine|url=https://www.wired.com/2008/04/infocom-drive-t/| title='Infocom Drive' Turns Up Long-Lost Hitchhiker Sequel |date=April 18, 2008 |quote=''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 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."'' |magazine=[[Wired (magazine)|Wired]] |first=Chris |last=Kohler |access-date=January 26, 2016}}</ref> Scott later published all of the source files in their original Z-engine format to [[GitHub]] in 2019.<ref>{{cite web | url = https://www.gamedeveloper.com/design/the-source-code-for-infocom-s-classic-text-adventures-is-now-on-github | title =The source code for Infocom's classic text adventures is now on Github | first = Chris | last= Kerr | date = April 16, 2019 |access-date = April 16, 2019 | work = [[Gamasutra]] | archive-url=https://web.archive.org/web/20230530104811/https://www.gamedeveloper.com/design/the-source-code-for-infocom-s-classic-text-adventures-is-now-on-github |archive-date=2023-05-30 | url-status=dead }}</ref> | ||
''Zork'' made a cameo appearance as an [[Easter egg (media)|easter egg]] in Activision and [[Treyarch]]'s ''[[Call of Duty: Black Ops]]''. It can be accessed from the main menu. | ''Zork'' made a cameo appearance as an [[Easter egg (media)|easter egg]] in Activision and [[Treyarch]]'s ''[[Call of Duty: Black Ops]]''. It can be accessed from the main menu. | ||
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[[Category:Companies based in Cambridge, Massachusetts]] | [[Category:Companies based in Cambridge, Massachusetts]] | ||
[[Category:Defunct Activision subsidiaries]] | [[Category:Defunct Activision subsidiaries]] | ||
[[Category:Defunct companies based in Massachusetts]] | [[Category:Defunct computer companies based in Massachusetts]] | ||
[[Category:Defunct | [[Category:Defunct software companies of the United States]] | ||
[[Category:Defunct video game companies based in Massachusetts]] | |||
[[Category:Infocom| ]] | [[Category:Infocom| ]] | ||
[[Category:Software companies based in Massachusetts]] | [[Category:Software companies based in Massachusetts]] | ||
[[Category:Video game companies disestablished in 1989]] | |||
[[Category:Video game companies established in 1979]] | [[Category:Video game companies established in 1979]] | ||