On Fri, Mar 13, 2026 at 9:14 AM Alan Cox <[email protected]> wrote:

>
> On Fri, 13 Mar 2026 at 06:27, B 9 <[email protected]> wrote:
>
>> Thanks, Alan Cox, for the primer on game engines! As a fan of LISP, I'm
>> quite intrigued that Infocom is derived from it. Is that the same as the
>> "Z-machine" John mentioned?
>>
>
> Yes. It goes through several iterations over time as the machines and
> games got bigger. Some of the original source has been released so there's
> a fun way to visualize it at work
>
> https://eblong.com/infocom/visi/zork2/
>

The Visible Zorker is super nifty! I totally see what you mean about the
language being Lispy. Did people program directly in it or was it just a
p-code target for game generator programs? I'm looking forward to exploring
it more and seeing if it will let me modify and execute code on the fly,
but first I better play through Zork 2; I've never tried it before and it
is clear these twisty passages are full of spoilers.



>  For The Quill a search for Gilsoft Quill will find you the original
> manuals which gives a good flavour of how the table driven systems worked.
>

Following your advice, I immediately got lost in a rabbit-hole that I
—having been raised on the wrong side of the pond — didn't even
know existed. I knew nothing of the text adventure scene in Europe. Thanks
for the tip on "table driven
<https://archive.org/details/practical-computing/PracticalComputing-1980-08/page/68/mode/1up>"
systems; that helped me to understand better what is happening under the
hood. Am I understanding correctly that Scott Adams invented that idea? I
mean, sure humans have been using finite automata with reprogrammable
connections in a table since shortly after the invention of the wheel, but
what I mean is, it seems like Scott Adams was the first one to apply the
idea to adventure games, right?

Even more than the technology, I enjoyed learning about the creativity and
community <https://www.filfre.net/2013/07/the-quill/> that blossomed in
Europe in the early 80's with tools like The Quill. What a thing for people
to one day realize they have the power to create worlds that others could
journey into. While I'm aware of a few isolated niches in the States, I
think we lacked the critical mass of community for anything comparable
until the 1990s when we finally caught on to MUDs (Multi-User Dungeons).

It appears Radio-Shack never released Pirate's Adventure, or any
interactive fiction, for the Model 100 but that snippet of the BASIC
version from Byte would run almost unchanged. I'll have to take a look at
the data file format, but if it's not too crazy, it should be possible to
port. According to IFArchive
<https://www.ifarchive.org/indexes/if-archive/games/trs80/>, a handful of
text adventures were written for the Model 100 .

I read a bit more about The Quill's graphics format ("The Illustrator") and
I think you're right that it would render very badly. On the other hand, it
might be fun to try to do anyway as it's a wacky graphics format — not
exactly bitmap nor vector, more like an executable with graphics macros.

There's a whole warren of rabbit holes I'm resisting diving into right now.
:-)

—b9

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