Game History

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One of my guilty pleasures is in retro gaming and retro computing. My basement storage room is filled with arcane devices and hundreds of games: a venerable Commodore 64, an Apple ][e rescued from a garage sale, a local family’s Apple ][gs that was donated to me, a MAME arcade cabinet, a Mattel Intellivision II - the list goes on indefinitely. I just can’t bear to see these things tossed out. Lately I’ve found myself playing Ultima VII: Serpent Isle on my 486 DX2/66 (now with a Roland MT-32!), and my 360 has sat untended for months.

But does playing these old games matter? Does writing about them matter? What value is there in sweatin’ to the oldies? Is it only for reminiscence or nostalgia? In this article I make a few arguments about retro gaming/computing that outline the meaningfulness of tying together the past and the future in the present..

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Microscopic Space Fleet

“Not being a games designer, Douglas was still thinking linearly,” says Steve [Meretzky]. “As we got more comfortable working together, and I began to assert myself, and Douglas got more familiar with the possibilities of non-linear storytelling, that changed - the majority of the game has the most fiercely non-linear structure of any adventure title I’ve ever worked on.” 

As a followup to friday’s link to Andy Baio’s archeology of Milliway’s (which incidentally made Slashdot), I remembered an excellent article posted in issue #45 of Retro Gamer magazine. Since this is a rather obscure magazine I decided to scan in the entire article because getting back-issues of the U.K. based magazine is rather difficult. You will notice that several of the Infocom folks who contributed to the article also commented on Andy Baio’s page, which gives a sense of interconnectedness to the situation. The article gives a quick look into the creative forces behind the games as well as a sense for the creative environment engendered at the time.

Warning: each page image is over 500kb. It may take you less time to order it from the U.K. than wait for it to download via 28.8k modem.

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Edit: I forgot to include a link to the publisher’s web site! If you’d like to order a copy of, or subscribe to, Retro Gamer - which comes with my highest recommendations - head on over to Imagine’s eShop to order it online.

It has been a long time since I had something worth posting here, so I hope I don’t disappoint with what I think is an utterly fascinating story. Yesterday, Andy Baio of Waxy.org posted a story reminiscent of a game archaeologist’s dream that he pieced together from internal e-mails, design docs, and prototype builds all culled from a network drive image of Infocom’s shared network hard drive. Yes, someone made an image of the “Infocom Drive” before splitting from the company in 1989 and has kept it safe for all these years. Revealed on the hard drive are (quoting Andy):

design documents, email 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.

So why does this matter? Because he went through the drive and weaved together the tale of why Milliway’s: The Restaurant at the End of the Universe was never completed nor released. If you have not played the excellent Hitchhiker’s Guide to the Galaxy IF game (designed and created by Steve Meretzky and Douglas Adams) you’re missing out on a crucial piece of computer game history and a damned fun (difficult!) game. I’ll let Andy tell the story, except for two points:

  1. It tells the story of a venerable game company in decline; crisis even. Being 1989, Infocom had already merged with Activision and Milliway’s had been languishing since its inception in ‘85. The company closes with not a bang…
  2. It comes with a playable prototype of Milliway’s (!!)

Comments from the ex-Infocom folks on the story seem to agree with some of Andy’s story, however it is quite clear that there is more to this than meets the eye. It will be interesting to see what comes of this in the following weeks, as it quite clearly has ruffled a few feathers - and for good reasons.

Thankfully Jason Scott’s new documentary, Get Lamp, is scheduled for release some time this year. I suspect that his own exploration into the world of interactive fiction, complete with interviews of major designers and programmers, should be just as utterly fascinating just as his epic BBS: The Documentary was.