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Skip to main content * Biz & IT * Tech * Science * Policy * Cars * Gaming & Culture * Store * Forums Subscribe Close NAVIGATE * Store * Subscribe * Videos * Features * Reviews * RSS Feeds * Mobile Site * About Ars * Staff Directory * Contact Us * Advertise with Ars * Reprints FILTER BY TOPIC * Biz & IT * Tech * Science * Policy * Cars * Gaming & Culture * Store * Forums SETTINGS Front page layout Grid List Site theme light dark Sign in AN ANCIENT INSCRIPTION, PROBABLY A PRAYER IN A FORGOTTEN LANGUAGE — INFOCOM’S INGENIOUS CODE-PORTING TOOLS FOR ZORK AND OTHER GAMES HAVE BEEN FOUND THE Z-MACHINE ALLOWED PORTING FROM MAINFRAMES TO TRS-80, APPLE II, AND OTHERS. Kevin Purdy - 11/21/2023, 11:21 AM Enlarge / Zork running on a Commodore 64 at the Computerspielemuseum in Berlin, Germany. Marcin Wichary (CC by 2.0 Deed) READER COMMENTS 85 with The source code for many of Infocom's foundational text-parsing adventure games, including Zork, has been available since 2019. But that code doesn't do anything for modern computers, nor even computers of the era, when it comes to actually running the games. Most of Infocom's games were written in "Zork Implementation Language," which was native to no particular platform or processor, but ready to be interpreted on all kinds of systems by versions of its Z-Machine. The Z-Machine could be considered the first real game development engine, so long as nobody fact-checks that statement too hard. Lots of work has been done in open source realms to create modern, and improved, versions of these interpreters for pretty much every device imaginable. AdChoices ADVERTISING The source code for these Z-Machine implementations (virtual machines, in today's parlance) appeared like a grue from the dark a few days ago in a GitHub repository owned by Andrew Plotkin. Plotkin, a major figure in modern and classic text adventure realms (and lots in between), details what they are and how he found them in a blog post on his site. Midway through a lengthy discussion on an interactive fiction forum about Infocom interpreters and modern standards for documenting them, a message drops out of nowhere about a multi-decade mystery: "I have the source of what is likely most of Infocom’s interpreters. Until you mentioned it, I had no idea it wasn’t publicly available." Plotkin responds, just over an hour later, that they're taking it to private chat. Then someone else posted the IBM PC interpreter source in the fashion of everybody's memory suddenly being jogged. Advertisement As Plotkin notes, the interpreter source code doesn't have a lot of interesting, personal, or other revealing comments or artifacts. It does contain some unintentional commentary on what it was like trying to produce commercial software in the 1980s: > There's a bunch of internal documentation about creating disks for the various > platforms. Remember that in the 1980s, floppy disks were pretty incompatible > between platforms. To write a C64 disk, you had to get the game data and > interpreter onto a C64 which could then write it to disk. But how did you do > that? No Wifi, no Ethernet port... Infocom's solution was to run a serial > cable from their DEC-20 (where all the games were developed) to the C64 (or > wherever). The serial transfer program is called "TFTP" in most of these > folders. Do strings like com1:9600,n,8 turn you on? You might be a serial > port! Plotkin also notes that he dropped the files on GitHub without announcing it or making "a big fuss." That's because he's actively negotiating with Infocom's modern rights-holders to open-source the legendary firm's work. For a while, that meant Activision, which acquired Infocom in 1986. Now, it means Microsoft, which acquired Activision in October. "A lawyer would say, 'Don't keep releasing source code while you're negotiating with the original rights-holder.' That would be good legal advice," Plotkin wrote. "I, er, ignored the good-advice part of my brain there." The Hackaday blog previously dug into the details of the Z-Machine and how it brought DEC PDP-10 games to TRS-80s and other home computers. You can find out much more about the Zork Implementation Language, itself a chopped-down version of the Model Development Language (MDL), in "Learning ZIL," an Infocom instruction manual for the language posted to the Internet Archive. Its subtitle is "Everything You Always Wanted to Know About Writing Interactive Fiction But Couldn't Find Anyone Still Working Here to Ask." ARS VIDEO HOW THE CALLISTO PROTOCOL'S GAMEPLAY WAS PERFECTED MONTHS BEFORE RELEASE READER COMMENTS 85 with Kevin Purdy Kevin is a senior technology reporter at Ars Technica, covering a variety of technology topics and reviewing products. He started his writing career as a newspaper reporter, covering business, crime, and other topics. He has written about technology and computing for more than 15 years. Advertisement CHANNEL ARS TECHNICA UNSOLVED MYSTERIES OF QUANTUM LEAP WITH DONALD P. BELLISARIO Today "Quantum Leap" series creator Donald P. Bellisario joins Ars Technica to answer once and for all the lingering questions we have about his enduringly popular show. Was Dr. Sam Beckett really leaping between all those time periods and people or did he simply imagine it all? What do people in the waiting room do while Sam is in their bodies? What happens to Sam's loyal ally Al? 30 years following the series finale, answers to these mysteries and more await. * UNSOLVED MYSTERIES OF QUANTUM LEAP WITH DONALD P. 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LEVEL 1-1 * HOW PRINCE OF PERSIA DEFEATED APPLE II'S MEMORY LIMITATIONS * HOW CRASH BANDICOOT HACKED THE ORIGINAL PLAYSTATION * MYST: THE CHALLENGES OF CD-ROM | WAR STORIES * MARKIPLIER REACTS TO HIS TOP 1000 YOUTUBE COMMENTS * HOW MIND CONTROL SAVED ODDWORLD: ABE'S ODDYSEE * CIVILIZATION: IT'S GOOD TO TAKE TURNS | WAR STORIES * DEAD CELLS: HOW TO AVOID FALLING TO YOUR DEATH (AND RESURRECTION) | WAR STORIES * WARFRAME'S REBECCA FORD REVIEWS YOUR CHARACTERS * SUBNAUTICA: A WORLD WITHOUT GUNS | WAR STORIES * HOW SLAY THE SPIRE’S ORIGINAL INTERFACE ALMOST KILLED THE GAME | WAR STORIES * AMNESIA: THE DARK DESCENT - THE HORROR FACADE | WAR STORIES * COMMAND & CONQUER: TIBERIAN SUN | WAR STORIES * BLADE RUNNER: SKINJOBS, VOXELS, AND FUTURE NOIR | WAR STORIES * DEAD SPACE: THE DRAG TENTACLE | WAR STORIES * ALIENS VERSUS PREDATOR: THE 11TH HOUR DECISION | WAR STORIES * ULTIMA ONLINE: THE VIRTUAL ECOLOGY | WAR STORIES * BLIZZARD ANSWERS UNSOLVED MYSTERIES OF THE HEARTHSTONE UNIVERSE * UNSOLVED MYSTERIES OF WARFRAME * UNSOLVED MYSTERIES OF LEAGUE OF LEGENDS More videos ← Previous story Next story → RELATED STORIES by Taboolaby Taboola Sponsored LinksSponsored Links Promoted LinksPromoted Links Online Shopping Tools Amazon Hates When You Do This, But They Can’t Stop You (It’s Genius)Online Shopping Tools Undo Financial 10 Warning: 14 Products To Never Buy At CostcoFinancial 10 Undo SportzBonanza Once A Hollywood Legend, Now Working A Regular JobSportzBonanzaRead More Undo Cool Gadgets 25 Coolest Gadgets You Can Actually BuyCool GadgetsGet Offer Undo Fame 1st The scene that made American Pickers cancel Frank FritzFame 1st Undo Lifestyle 1st Experts say she's the most beautiful in HollywoodLifestyle 1st Undo TODAY ON ARS * Store * Subscribe * About Us * RSS Feeds * View Mobile Site * Contact Us * Staff * Advertise with us * Reprints NEWSLETTER SIGNUP Join the Ars Orbital Transmission mailing list to get weekly updates delivered to your inbox. 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