Zork Download Mac

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STS 145/HPS 163.

History of Computer Game Design:

Technology, Culture, Business

Winter 2005

Source: Softline 2 (March 1983). Front cover.
Instructor: Henry LowoodOffice: M 9.30-11; W 2.30-4, Green Library 321C
TA: Waynn Lue. Graders: Douglas Wilson & Galen Davis

T 2.15-3.30; Th 2.15-4.05

Cummings Art Building, Art2

The Gameroom

  1. Home of the original IBM PC emulator for browsers. PCjs offers a variety of online machine emulators written in JavaScript. Run DOS, Windows, OS/2 and other vintage PC applications in a web browser on your desktop computer, iPhone, or iPad.
  2. Using Mac OS X: Download the Mac OS X Disk Image from ScummVM's Download page. Drag this disk image to your Applications folder. Using Android: Install ScummVM from the Google Play Store. Installing Zork Nemesis. Follow ScummVM's instructions for copying files to your hard drive. Make sure to copy in the fonts as instructed.

You can download different versions for your PC, Mac, or Linux computers at.

There is a laboratory for this course, the 'Game Lab,' located in the Media-Microtext Center in Green Library. We are planning to have one each of the following machines available: Atari 2600 video console (this machine is a bit fragile), Vectrex Game Machine, Nintendo Entertainment System (NES) video console, Nintendo GameCube, Playstation 2, X-Box. Possibly, we will add a DOS-capable PC; a Windows-capable PC or two will also be available in the Media-Microtext Center.

The Library is building a selective collection of computer and video game titles. Several dozen titles are now available in the Media-Microtext Center. A partial list of most of the titles is available, and of course all titles held by Stanford can be found when you do searches in Socrates, the Library's on-line catalog.

The Library has acquired the Stephen M. Cabrinety Collection in the History of Microcomputing. This is a historical collection of software, and it includes several thousand game titles. The collection is housed in the Department of Special Collections. The best source of information about this collection is the archival finding aid, which can be found here: http://oac.cdlib.org/findaid/ark:/13030/kt529018f2. Note, however, that only about 1/3 of the game software titles are listed by individual title. Most of the indexing is still at the box level, not the title level. A somewhat older listing of game titles in the collection is still available, which includes selected scans of some documentation, box covers, and other printed materials, as well as some information about the colector.

The Library is also acquiring archival collections in the history of game development. An example is Richard Bartle's papers relating to the original MUD game at the University of Essex. Information about these collections can be found either via finding aids or Socrates, as with other archival collections, as soon as processing is completed.

Of course, many other games, demonstrations, and emulations are available via the Web. Here are a few examples:

A Java simulation of the original PDP-1 version of Spacewar.

jPong, a Java implementation of the classic Pong game

FreeArcade (Java arcade-style games.)

A Java applet demonstrating John Conway's Game of Life.

Web Kingdom, a Hammurabi-style resource management game.

A free version of the 'classic' version of Sim City is available as Sim City Classic Live! Registration is required.

Eliza, the automated therapist, either as a Java applet that faithfully implements Weizenbaum's original Eliza program or via telnet.

Various downloads and resources for Adventure at the Interactive Fiction Archive. Just Adventure calls itself 'the Official Adventure Site of the New Millennium' and offers resources, reviews, and links to many adventure-style games. Also Prof. Eric Roberts from our own C.S. Department has a version online that you can access by logging onto any elaine machine and typing '~eroberts/newadv' (no quotation marks).

Try a MUD (MUDs to try out from the MUSE site)

The Atari Battlezone page describes the history of the game and includes various 'downloadables.'.

Electronic Arts has made a revised version of 'classic' SimCity available via the Web. Registration is required. Click on Classic Live! on this page to get there.

Blizzard provides demo versions of the original Warcraft, Diablo, and Starcraft on its website, as well as demos and trailers for the later versions of these titles.

Shareware and software patches for Doom are available from the Doom Archives provided by Id Software.

Demos of Quake 3 Arena for Macintosh, Windows, or Linux are available for installation on your computer. A demo program of Quake 2 and shareware version of Quake 1.06 are also available from Id Software.

Henry Lowood, last rev. 1 Jan. 2003

This site is my attempt to collect every single version of each Infocom game, both source code and compiled game files. I have labelled each package with release and serial number information where possible. (Infocom serial numbers were a timestamp of the compilation date, which is very useful for reconstructing the development sequence.)

Jason Scott began this process in April of 2019, when he posted a large collection of Infocom source code on GitHub. Source code and compiled files, in fact.

This was tremendously exciting to fans and scholars of old-school text adventures. This material was known to be out there in private collections, but it had never been publicly available in this form.

Jason's collections are excellent, but they are an edited extract from one source: the so-called 'Infocom Drive'. They omit some published variations, beta-tests, and so on. I figure it's good to have every Infocom game file variation in one place.

Nonetheless, let me be clear: this site would not exist without Jason Scott's efforts. Thank you, Jason! Also thanks to Beaux Hemmer for maintaining the patch collection. Thanks to Torbjörn Andersson for enthusiastic help tracking down more versions and info on them. And, of course, thanks to the Implementors who created these games in the first place.

Update, December 2019: Another cleaned-up source collection has been posted by Adam Sommerfield.

The collection

You can download a catalog of the whole file collection (JSON format): catalog.json.

(Note that the 'updated' field is when I added or last updated the file on this site.)

If you want to download everything in one go, grab allgamefiles.zip, allsources.zip, and allother.zip.

Disclaimer

These are proprietary documents. The copyright rests with Activision. Mind you, Activision certainly doesn't have the development tools or the expertise to compile this source code any more. Quite likely they don't even have the source code any more. If it weren't for private collectors passing it around, this material would be entirely lost.

Like Jason, I believe that the historical value of these documents to the IF community outweighs the rights of the legal owner. As I wrote in April, copyright is a balance. Activision has not commented on the matter.

Differences from the GitHub release

The GitHub repositories structure the source code as a sequence of commits, showing the development process. This site packages each source directory separately.

This site includes game files collected from original game releases. These have historically been collected as 'patch files'. This was a legal figleaf; it allowed a user to transform a legally-owned game file into a different version, without actually distributing copies of each version. I have used those transforms to recreate all known game file versions.

Several of the GitHub repositories contain a common error: an old source file is sometimes not deleted in newer commits. For example, the Zork 2 source contains 'crufty.zil' in r22 and r48, but this file has been removed in r63. The GitHub zork2 repo fails to delete it. This site avoids that error.

The GitHub repos omit personal email and individual developers' comments found in the source collection. This site does too; I followed Jason's example in this matter. It is not my intent to expose private communication, even thirty years after the fact.

However, I have included a few files that Jason omitted, primarily 'browsie/feelie' manuscripts intended for the game package.

On Z-code and ZIL

The game files collected here are Z-code files, which may be played with any Z-code interpreter. The source packages contain ZIL source code and associated files.

I have not attempted to collect Infocom's interpreters. Extracting the interpreter binaries from the original disks (for each platform) would be fairly easy. Infocom's interpreter source has not been preserved, with one exception: the assembly source for their TRS-80 (Tandy) CoCo interpreter. (Thanks to Brian Moriarty, Carlos Camacho, and John Linville.)

Z-code files come in various versions. Infocom referred to these as 'zip' (version 3), 'ezip (version 4), 'xzip' (version 5), and 'yzip' (version 6). They used the '.zip' file suffix for all of these; the version is distinguished by the first byte of the game file. These days, '.zip' is a compression format, so we tag files as '.z3', '.z4', '.z5', '.z6'.

This collection also includes a few '.z1' and '.z2' files recovered from very early releases of Zork 1. These have nonstandard serial numbers.

(In 1995, Graham Nelson proposed '.z7' and '.z8' as simple modifications to support larger game files. The Inform compiler and most modern interpreters support these versions. See the Z-code specification.)

Extracting the version, release, and serial number from a Z-code file is easy. I use this little Python script: zcanalyze.py.

Compiling ZIL source code into a game file requires more effort. Infocom's original ZIL compiler has been recovered, but only in a very early version (circa 1981; see below). However, ZILF is an open-source ZIL compiler which is under active development.

Some notes on the files

Despite the title of this page, it is not a complete collection! We have what's been recovered. In particular, there's no guarantee that the 'most current' source corresponds to a final release.

All of the source packages contain source (.zil) files. Some also contain temporary files in various stage of compilation (.zap, .zabstr). Some contain compilation reports, design documents, or other related files. It's just a question of what was found in the source archive.

Release numbers are not always sequential. Infocom tended to reset the release number sequence after beta/gamma testing was over, or at other major development milestones. The serial number dates are more reliable, except where they've been obviously zeroed out.

It is perhaps amusing to learn that the 'Solid Gold' editions (z5 re-releases with built-in invisiclues) were labelled as the 'cheap' releases during development.

Games with sound (Sherlock, Lurking Horror) and graphics (most z6 games) may or may not include the media files in the source directory. The game files never include media. Even if present in the source, these files are probably not in a form that a modern interpreter can understand. See this page for portable versions of these media files.

A few game files are modified for the Macintosh. According to the internal notes, the modifications are 'special flags' on certain objects. This apparently refers to setting the fixed-width font for descriptions with ASCII art. Infocom's Mac interpreter required this; it was the only one of its kind that defaulted to variable-width font display. (Most modern interpreters do.)

Source comment on the Mac versions:

The following is a list of changeds specifically for the Mac version:

SEASTALKER -- Special flags set on Sonarscope, control panel in sub and control panel in Bly's office.

ZORK2 -- Special flags set on magic well etching (top and bottom), Label on candied insects and stone cube in bank vault.

ZORK3 -- Special flags set on Royal puzzle and bronze plaque in cage.

ENCHANTER -- Special flags set on Translucent maze map, sign on path to brook and on fireworks for Filfre scroll.

SUSPENDED -- Special flags set on all three monitors: 1) Weather, 2) Hydroponics 3) Transit.

INFIDEL -- Special flags set for Hieroglyphs: bottom of stairs, scarab, book of dead, page in book of dead, beam, scroll in forward cabin, opening in top of pyramid, stone cube, bricks, recessed panel, west end of passage, north antechamber, south antechamber, room of Nephthys, Isis, Selkis, Neith, narrow hallway, cube room, cube south part, silver room, gold room, skeleton in room.

Z-code game files are sometimes found with zeroes or garbage data padded on the end. This does not affect the game behavior. I have generally ignored these variations. I've also ignored variations in byte 1 of the game file; these represent interpreter variations from different platforms, not game differences.

The patches archive contains several game files whose serial numbers are blank or nonsensical. These are always minor modifications of other game files, typically with only the serial number (and checksum) altered. We assume these are 'crack' versions modified by users. I have included them regardless, as their dates are unknown; they may be contemporary with the original releases.

The patches archive also includes a set of game files which have been modified to bypass Infocom's 'feelie' copy protection. I have omitted these, as they definitely postdate Infocom (they were released circa 1999). The feelie data is of course well-archived in any case.

Original Zork, MDL version

The 'mainframe' version of Zork/Dungeon, created at MIT between 1977 and 1979. This package, unlike the others on this site, is written in MDL.

Zork-MDL has been available for some time. (It was posted on Bob Supnik's web site in 2003, perhaps earlier. Ports to Fortran and C are also easily findable.) I include it here because, well, it's Zork.

Four versions of the source, labelled according to the 'US NEWS & DUNGEON REPORT' date (see dung.mud; note that the 1979 version shows inconsistent dates). The 1981 version says 'no longer being supported' and refers players to the commercial Infocom release.

Several runnable versions have been recovered from MIT tapes. These are available at the ITS project. I have not mirrored the executable files, because they're only executable inside ITS (running on an emulated PDP-10). See this post for a list of Zork versions found. Visit the project page for information on setting up ITS; or telnet its.pdp10.se 10003 to try it online.

You can try the ITS environment online! Telnet to its.pdp10.se, port 10003 (telnet its.pdp10.se 10003). When it says 'Connected...', hit ctrl-Z. Then type :login yourname. (Any name will work.) Then type :zork to play. :advent is also available; that's the original Crowther version. You can also try :games;adv350 and :games;adv448.

It is worth noting that the 1977-78 versions introduce themselves by saying 'Welcome to Dungeon'; the 1979-81 versions say 'Welcome to Zork'. Of course the 'Dungeon' versions still mention 'Zork' in many places within the game.

Sources:

  • zorkmdl-r771212.zip -- From this historical repo.
  • zorkmdl-r780124.zip -- From this historical repo.
  • zorkmdl-r791211.zip -- From this historical repo.
  • zorkmdl-r810722.zip -- From Bob Supnik.

Game files:

  • https://github.com/PDP-10/its/ -- ITS emulator; see above.

ZIL

An early version of Infocom's ZIL compiler, written in MDL. The files are dated no later than early 1981; most are 1979-1980. This version includes both the compiler (ZILCH) and assembler (ZAP) stages.

This source was originally archived at https://github.com/PDP-10/its-vault (the twenex/zork directory) by Lars Brinkhoff. See also the standalone repository at https://github.com/PDP-10/zil.

For a guide to using this source, see Roman Bartke's ZILCH How-to.

The documentation has been gathered from the Internet Archive, the collection at frobnitz.co.uk, and other sources. Note that .rno is Runoff and .fwf is Scribe, two venerable markup languages for document formatting.

Sources:

Documentation:

  • zil.doc -- Infocom document giving a quick summary of the ZIL language; undated.
  • zil-course.fwf -- Infocom document on writing games with ZIL, written Oct 1982 by Marc Blank.
  • Learning_ZIL_Meretzky_1995.pdf -- Infocom document on writing games with ZIL, written 1989 by Steve Meretzky.
  • Internal_Secrets_Ko_2019.pdf -- Analysis of the Infocom parser by Michael Ko.
  • zip-xzip-yzip-1989.pdf -- Infocom document describing the Z-machine.
  • spec-zip.rno -- Z-machine spec V3, written Dec 13 1982, updated 1984.
  • spec-ezip.fwf -- Z-machine spec V4, written Oct 26 1984, updated 1985.
  • spec-xzip.fwf -- Z-machine spec V5, written Oct 22 1986.
  • spec-yzip.txt -- Z-machine spec V6, written Nov 30 1988, updated 1989.

ZAP

We have two standalone versions of the ZAP assembler, one early and one late.

The first is written in the MIDAS assembly language for the PDP-10. This version is dated Jan 7 1982. It was found within the minizork-r2 source directory (see below).

The second is written in C and dated March 1988. The comments say 'Zinn Computer Company, for Infocom', implying that the work was outsourced. The directory includes .o and executable binaries, presumably in Sun architecture (the directory was labelled 'sun'). From this historical repo. (A handful of other utilities are included, including zsplit, zglue, zspix, and zsymtest. These appear to have to do with packaging game files onto disk for specific platforms.)

A third, earlier version can be found as part of the ZIL source repository above. This is MDL code dated 'Jan 18 1980'. I'm not sure if it can be run independently of the rest of the ZIL toolset.

Return To Zork Download Mac

Sources:

  • zap.mid -- MIDAS, dated Jan 7 1982.
  • zap-sun.zip -- C, dated Mar 1988.

Documentation:

Zork 1

Collector's note:

The Zork I Release 2 game file was extracted from a self-booting, copy-protected TRS-80 Model I disk. The disk itself was not an original and did not come with a label or packaging, but it seems to have been the early Personal Software release.

Sources:

Game files:

  • zork1-r2-sAS000C.z1 -- See note above.
  • zork1-r15-sXXXXXX.z2 -- Labelled 'Hack of 15.UG3AU5'. It differs only in the effaced serial number.

Zork 2

Sources:

Game files:

Zork 3

Sources:

Game files:

Starcross

Sources:

Game files:

  • starcross-r17-sXXXXXX.z3 -- Differs from r17 s821021 only in the effaced serial number.

Deadline

Sources:

Game files:

Enchanter

Sources:

Game files:

  • enchanter-r15-s999999.z3 -- Differs from r15 s831107 only in the effaced serial number.

Suspended

Sources:

  • suspended-rlater.zip -- No game file for the most current source.

Game files:

  • suspended-r5-sXXXXXX.z3 -- Differs from r5 s830222 only in the effaced serial number.
  • suspended-alt-r8-s840521.z3 -- This appears to differ from the Mac version only in a text encoding error: 'The breathing of the mechanisms has becomeIrrenothing lar...' It may be the result of a disk read error.

Planetfall

Sources:

Game files:

Infidel

We have two game files labelled r22, Mac and non-Mac. Neither of them seems to correspond to the most current source. (E.g.: the source mentions InvisiClues if you type HELP, but none of the game files contain that line.) I've labelled the current source 'infidel-rlater' for lack of better information.

Sources:

Zork Download Mac

Game files:

The Witness

Sources:

Game files:

Sorcerer

Sources:

Game files:

  • sorcerer-beta-r67-s000000.z3 -- From the patch archive; the serial number has been effaced. Also byte 2768 is altered; possibly a disk read error. The $verify command therefore fails.
  • sorcerer-beta-r67-s831208.z3 -- Pre-release, labelled 'sorcerer.beta'.
  • sorcerer-gamma-r85-s840106.z3 -- Pre-release, labelled 'sorcerer.gamma'.

Hitchhiker's Guide

Sources:

Game files:

  • hitchhiker-beta1-r108-s840809.z3 -- Test version, labelled 'beta1.zip'.
  • hitchhiker-beta2-r119-s840822.z3 -- Test version, labelled 'beta2.zip'.
  • hitchhiker-r42-s850323.z3 -- A hack of r56 with both the serial number and release (42, sure pal) changed. This is a rare example of a dateable user hack.

Suspect

We have two version of the r18 game file. They are identical except for an internal serial number (189 or 190), which is displayed if you type $VERIFY 1949.

Sources:

Game files:

  • suspect-r14-s000000.z3 -- Hack, effaced serial number.
  • suspect-atari-r14-s841005.z3 -- Variant r14 game file for Atari.

Seastalker

Many game file variations tagged with platform names ('tandy', 'coco', etc). This is no doubt due to the difficulties of making the sonar display (status window) work across different screen sizes.

Sources:

Zork Game

Game files:

Cutthroats

Sources:

Game files:

Spellbreaker

Sources:

Game files:

  • spellbreaker-r63-sXXXXXX.z3 -- Appears to be based on r63 s850916 with the serial number effaced, but the data differs beginning at address 0x1CF00. The file does not appear to run correctly.

A Mind Forever Voyaging

Note that many source files were deleted between r79 and the 'rlater' version, so the GitHub repo error is particularly noticeable.

Sources:

  • amfv-rlater.zip -- No game file for the most current source.
Zork Download Mac

Game files:

  • amfv-first-r1-s841226.z3 -- Test version, labelled 'first.zip'.
  • amfv-prealpha-r47-s850313.z4 -- Test version, labelled 'prealpha.zip'.
  • amfv-fullalpha-r84-s850516.z4 -- Test version, labelled 'fullalpha.zip'.
  • amfv-gamma-r131-s850628.z4 -- Test version, labelled 'gamma.zip'.

Wishbringer

Sources:

  • wishbringer-invclues-rearlier.zip -- An early stage of the InvisiClues release. This contains the hints text (as hints.zil) but otherwise is nearly the same as the r69 source.

Game files:

  • wishbringer-rX165-s880609.z3 -- The release number is 32933 (165 with the high bit set). This fails with memory errors in modern interpreters. It may be a compilation failure or an intermediate compilation stage.

Ballyhoo

Sources:

Game files:

Trinity

Sources:

Game files:

  • trinity-alpha-r1-s851202.z4 -- Alpha test version.
  • trinity-beta-r1-s860221.z4 -- Beta test version.
  • trinity-beta-r14-s860313.z4 -- Beta test version 'for James Hayes'.

Moonmist

Sources:

Game files:

  • moonmist-beta-r65-s86082X.z3 -- Labelled 'beta' in the patch archive. The high release number supports this assumption. This version was reconstructed from a damaged copy by Alessandro Giassi and Matthew Russotto. The serial number is inferred from a build list found with the source. See announcement.
  • moonmist-beta-r65-sXXXXXX.z3 -- The damaged version of the above 'beta' game file. This appears to have been corrupted after being copied and compressed with Dalton's Disk Disintegrator.

Hollywood Hijinx

Sources:

  • hollywoodhijinx-rlater.zip -- No game file for the most current source.

Game files:

Leather Goddesses of Phobos

The patch archive contains two further hacks are which are identical to r59 s000001 except for release and serial; I have omitted these.

Sources:

Game files:

  • leathergoddesses-r0-sXXXXXX.z3 -- This is identical to r50 s860711 except for release and serial.
  • leathergoddesses-r59-s000001.z3 -- Another hack.
  • leathergoddesses-first-r1-s851008.z3 -- Testing version, 'first'.
  • leathergoddesses-alpha-r57-s860121.z3 -- Testing version, 'alpha'.
  • leathergoddesses-beta-r118-s860325.z3 -- Testing version, 'beta'.
  • leathergoddesses-gamma-r160-s860521.z3 -- Testing version, 'gamma'.

Beyond Zork

Sources:

Game files:

  • beyondzork-alpha-r1-s870412.z5 -- Testing version, 'alpha'.
  • beyondzork-beta-r1-s870715.z5 -- Testing version, 'beta'.

Stationfall

Unusually, we have full source code for the beta (r63) and gamma (r87) versions.

Sources:

  • stationfall-rlater.zip -- No game file for the most current source.

Game files:

Bureaucracy

Sources:

Zork

Game files:

Nord and Bert Couldn't Make Head or Tail of It

Sources:

Game files:

The Lurking Horror

Sources:

Game files:

Plundered Hearts

Sources:

  • plunderedhearts-rlater.zip -- No game file for the most current source.

Game files:

Border Zone

Sources:

  • borderzone-rlater.zip -- No game file for the most current source.

Game files:

Sherlock

A conundrum, Watson. Four source directories appear. The base and -sound directories differ in only a few lines of zil. The -nosound directory has nosound.zil in place of gamesound.zil. The -ss directory is substantially different from the others; the header timestamps imply that it is an early development version. For what it's worth, the included version note says:

The SOUND version is the Release version. The NOSOUND version is currently NOT the release version but contains the Bob Bates updates that are in the SOUND version (without the sound code, of course).

Sources:

Game files:

  • sherlock-dev-r97-s871026.z5 -- Appears to be mid-development; the trademark and subtitle are not yet set.

Zork Zero

Many alpha and beta game files. Also two demo versions, which could be considered 'Mini-Zork Zero'.

Sources:

Game files:

  • zork0-r66-s890111.z6 -- Release number out of order.
  • zork0-r343-s890217.z6 -- Does not run.
  • zork0-r387-s890612.z6 -- Does not run correctly.

Journey

Note the early z5 version whose release number (46) is out of sequence. We have two source directories which appear to match this version. Originally this was one source directory containing '.zil' and '.beta' files; the '.beta' files are earlier, so I have moved them to a separate beta directory.

Sources:

Game files:

  • journey-dev-r46-s880603.z5 -- Prototype, still z5.
  • journey-dev-r142-s890205.z6 -- 'Internal Release. Not For Distribution'.

Shogun

Sources:

Game files:

Arthur

Sources:

  • arthur-rmid1.zip -- Source is intermediate between r41 and r74; no game file.
  • arthur-rmid2.zip -- Source is intermediate between r41 and r74; no game file.

Game files:

Mini-Zork 1

Sources:

Game files:

Mini-Zork 2

Torbjörn Andersson reports that this game file fails on modern interpreters when you exit the Carousel Room.

Sources:

Game files:

Infocom Sampler

The sampler appears to have gone through several combinations of games. r26-r55 contained samples of Zork 1, Planetfall, Infidel, and The Witness. r97 contained Zork, Trinity, and LGOP; but we find a parallel r8 which contains only Zork and Trinity, plus partial work on adding Ballyhoo. Comment from the r8 source:

This directory is for NSAMPLER stuff where all references to LGOP have been deleted. The XM4.* files are a stripped down Ballyhoo that could have possibly been inserted into XSAMPLER in place of LGOP, but wasn't. These files stand alone as a separate mini-game and would need to be integrated into XSAMPLER if ever used (when hell freezes over).

There's also a folder sampler-trinity, which appears to be a very partial tear-down (or build-up) of Trinity.

I have used the following labels:

  • sampler-1z: Tutorial plus Zork
  • sampler-3zpi: Tutorial plus Zork, Planetfall, Infidel
  • sampler-4zpiw: Tutorial plus Zork, Planetfall, Infidel, Witness
  • sampler-3ztl: Tutorial plus Zork, Trinity, LGOP
  • sampler-2zt: Tutorial plus Zork, Trinity.
  • sampler-1b: Ballyhoo.

Sources:

Game files:

The Abyss

An incomplete and unreleased game by Bob Bates, based on the James Cameron movie.

Sources:

Game files:

Checkpoint

An incomplete and unreleased game by Stu Galley. Curiously, the game file 'spy.zip' originally found in this directory was not Checkpoint at all, but an early version of Journey.

Sources:

Restaurant at the End of the Universe

Very incomplete and unreleased. Two versions found.

Sources:

Game files:

Hypochondriac

An unfinished game by Tomas Bok. Bok worked for Infocom briefly before college (see this forum thread). Hypochondriac was a 'fun project' he was working on in his own time.

The source package is Bok's work directory, and contains several fragments of source code unrelated to Hypochondriac. Some of them (boot.zil, circuit.zil, maintenance.zil) are from an incomplete sci-fi game titled 'Search 'n Rescue'. Others are source files from Infocom games (Zork, LGOP, etc), modified while Bok was experimenting with ZIL.

The game files include both Hypochondriac and various experiments. The experiments aren't necessarily related to Hypochondriac; I've given them a common name simply to group them together.

Sources:

Game files:

  • hypochondriac-r1-s840427.z3 -- Modified Enchanter.
  • hypochondriac-r2-s840505.z3 -- Modified Enchanter.
  • hypochondriac-r10-s840826.z3 -- Heavily modified Zork.
  • hypochondriac-r11-s870225.z3 -- Hypochondriac per se.

ZilLib

This is the 'new parser' that Infocom developed around 1987, late in its history. Their earlier games were based on the ZIL parser developed for Zork 1, and then copied from game to game in an evolutionary sequence.

ZilLib was an attempt at a next-generation parser to go along with the next-generation (z6) Z-machine. See this article from Infocom's 1989 newsletter.

The source code for Zork Zero, Arthur, Shogun, Abyss, and Restaurant all refer to the zillib directory. (And the zillib/parser directory contains include files that refer back to them; e.g. 'parser.shogun'.)

Sources:

ZipTest

A regression test suite for Infocom's Z-code interpreters. No source code found.

Game files:

  • ziptest-r40-s840613.z3 -- Tests z3 ('zip').
  • ziptest-r12-s890607.z6 -- Tests z6 ('yzip').
  • ziptest-r13-s890619.z6 -- Tests z6 ('yzip').

Generic

This appears to be a template for creating a new game. It includes a parser, a couple of rooms, and a couple of stub objects. Three game files were found with various dates and Z-code versions.

Sources:

Game files:

Cataloged by Andrew Plotkin from sources atGitHuband elsewhere.

Last updated August 02, 2021.