A Cornerstone interpreter and the mu machine

Sunday, April 5, 2026

Comments: 2   (latest 8 hours later)

Tagged: infocom, cornerstone, mu-machine, linchpin, zilf

I'm going to tell this one out of order, because it's not April Fool's Day any more.

Tara McGrew, the author of the modern ZILF compiler, has released Linchpin, a brand-new implementation of Infocom's "mu machine". That's the virtual machine which powered Cornerstone.

A terminal-window screen displaying a database view. The upper lines are a menu with commands like UPDATE, SELECT, and VIEW. The header below these says "VIEW CUSTOMER / 15 Records / Not sorted". Below that is a list of fictitious businesses like "Newton Auto Rentals" and "Watertown Car Center". Cornerstone 5.20, displaying its sample database, running in the Linchpin interpreter.

...You all know about Cornerstone, right? Infocom's first and last business product? Ate up all their game profits at exactly the point when the company couldn't afford it? Go read the Digital Antiquarian article; Jimmy tells it better than me.

Anyhow. Since the 1990s, Infocom fans have put uncountable nerd-years into supporting the Z-machine. Almost nobody has looked at Cornerstone. It just wasn't a fun idea. John Elliott did some reverse-engineering work (see his comments in the DA post) but didn't get very far.

As of last week, that has changed. It's a new age for aficionados of failed 1985 database products! Linchpin includes a working interpreter for Cornerstone's VM. It also includes an assembler, so you can create new programs for that VM.


The Curse of the Forgotten Adverbs

Thursday, April 2, 2026   (updated 15 hours later)

Comments: 10   (latest 13 hours later)

Tagged: if, interactive fiction, infocom, zil, deadline, parser, adverbs

(My first title for this post was "The Mystery of the Missing Adverbs". That was just too trite. Instead I spun the ol' Stratemeyer Syndicate title wheel and picked different words. Now it's trite and clunky; sorry.)

Adverbs are one of the great Bad Ideas of interactive fiction. Imagine this sort of interaction:

> EXAMINE BRICK WALL At a glance, it's just an ordinary brick wall.

> CAREFULLY EXAMINE BRICK WALL Upon closer inspection, you see some cracks outlining a secret door!

> PUSH WALL The wall creaks and quivers slightly at your touch.

> PUSH WALL FIRMLY The secret door scrapes open, spraying dust and the funk of ages.

We can parse verbs, adjectives, and nouns, so why not adverbs? They provide an additional axis of choice for the player's command. They can be situationally appropriate. (Note how I'm cueing the player to consider alternatives: "At a glance", "at your touch".) Is this a good idea?

Well, no. It's bad. The standard reply is that this is too much choice. It can't be connected to meaningful game responses. That is: 98% of the time, EXAMINE CAREFULLY is going to do exactly the same thing as EXAMINE, so the player will rapidly learn to not bother.


Ludic Narrans

Saturday, March 28, 2026

Tagged: zarf, drew davidson, books, interviews, play

Hey, remember I was in a game studies essay collection that just came out? I'm in a new game studies interview collection that just came out!

Ludic Narrans (Playing it Straight) / Stories of/by/for the Fields of Play / Drew Davidson, Emily Matheny, et al. Ludic Narrans (Playing Around) / Stories of/by/for the Fields of Play / Drew Davidson, Emily Matheny, et al.

This one isn't about game design, though. It's not lectures at all -- I promise you are in no danger of learning to do anything in particular. The book is about play as a general concept. A bunch of people from different walks of life, talking about play. How we play; how we create play; where we play; how we learned to play; why we play. And on.

The project sprouted from a series of interviews and questions organized by Drew Davidson. I agreed to talk to Drew, and so did a lot of other people, and this book is the result. "A playful thematic oral history of the stories shared," as the blurb page says.

Like the Kaleidoscope, Ludic Narrans messes with the idea of linearity. Two editions are available: Playing it Straight is organized by topic, whereas Playing Around interleaves topical sections in a playful fugue. Same content, variable structure.

Names you might recognize: Jenova Chen, Naomi Clark, Mia Consalvo, James Ernest, Rami Ismail, Jim Munroe, and no doubt others. And me of course.

Both editions are available as free PDFs. (See the "Download" links on the book pages.) The text is under a Creative Commons license (BY-NC-ND).

Or you can pay for either print or ebook editions at Lulu. Note that each print edition is itself available in two forms. The only difference is the interior illustrations, printed in color or monochrome. (They're nice illustrations but I wouldn't call them central to the book's presentation.)

Once again, I'll quote a single line from one of my bits:

never been designed for. This is why tool programming starts out easy and then turns into a

Grab the book to read the rest!


GDC: gloom and haruspicy

Thursday, March 19, 2026

Comments: 8   (latest 2 days later)

Tagged: gdc, conferences

"Haruspicy" in the sense that I'm going to examine the entrails and try to predict the future of GDC. Disclaimer: I cannot predict the future.

Also disclaimer: I don't have any inside info. I've chatted with a lot of people on various Slacks and Discords. And I was there, in San Francisco, last week. But I only saw a small slice of What Went On. This is an exercise in putting together a coherent picture from a lot of scraps. Maybe the exercise is more interesting than the results! You decide.

I'll admit up front that I'm on the pessimistic end of the spectrum. (That's the "gloom" part.) A lot of people are wondering if GDC is maybe in trouble. I think GDC is definitely in trouble, and the only question is how catastrophic things are. But again, I don't have any inside info.

Let's start with last year's show.


Here's where we are:

Zork 3 is complete and available to Patreon supporters. It will go public on the Visible Zorker page on May 1st.

Deadline is now in progress! Except it's barely started, because I'm still catching up from my GDC trip. I'll have the early-access build of Deadline for Patreon supporters on April 1st. (Super-early access starts today, except there's nothing to look at yet -- see below.) The world gets Deadline for free on June 1st.

If nothing catches fire, I'll be back in mid-April to talk about Starcross.


Twine and Zork at GDC

Monday, March 16, 2026

Comments: 10   (latest April 2)

Tagged: zarf, gdc, iftf, if, interactive fiction, conferences, twine, zork, visible zorker, patreon

I went to GDC with IFTF, and I had a great time!

I'm not sure the conference had a great time. You may have seen that attendance was 30% lower than last year. However, I'll save the gloom-and-haruspicy for another post. All the people I talked to enjoyed themselves, and I talked to quite a few people.

As you know, IFTF had a table in the Commons area of the show floor. In fact we had three tables. Plus one Monday night at the ballpark opening event.

The expo hall at the Moscone Center. Large monitors are set up on low tables with benches. The nearest shows the opening screen of a Twine game. Farther away, someone is filling out a survey form; two other people look on. The near machine is for playing; the farther one is for editing. That's Dan Fabulich explaining the setup. (The radioactive leaves are fake plants illuminated by blue floor lamps.)

Two machines were running a collaborative exquisite-corpse Twine project. Everybody who came by was invited to sit down and add a passage. This was a hit -- we wound up with about 120 contributed passages.


The Game Narrative Kaleidoscope

Wednesday, March 4, 2026

Comments: 3   (latest 5 days later)

Tagged: zarf, jon ingold, books, narrative, game design, game narrative kaleidoscope

The Game Narrative Kaleidoscope is a collection of lightning articles (I just made that term up) about narrative design. It's out today! I'm in it! Along with approximately a zillion other authors and designers.

The Game Narrative Kaleidoscope: 100+ Essays on the Craft of Game Writing / Collated by Jon Ingold

You may recognize: Sharang Biswas, Naomi Clark, Paris Buttfield-Addison, Bruno Dias, Jason Dyer, Gwen C. Katz, and you know what a list of names is silly. Also I don't know half of them as well they deserve, and less than half of them half as well as I should like.

The book sprouted from a chat between Lynn Cherny (who I worked with briefly at SpiritAI) and Jon Ingold (of Inkle). A self-published anthology by writers about writing? Sounds easy! Just ask around! Jon did, and a few days later he had hundreds of people expressing interest.

The essays are cheerfully disorganized. They're connected by "see this related topic" links, but by his own admission Jon added the links in a hurry. You can follow them on a networked walk through the book, or ignore them and read in order, or -- my recommendation -- open to a random page and say "'Ere, what's all this then?"

As for my contribution, here's a sample line from my essay:

often I learn a game’s chapter count from the achievements list on its Steam

Pick up your own copy to learn how that sentence begins and ends!

You can buy The Game Narrative Kaleidoscope from Lulu in paperback or hardback form. Probably other online book outlets too. I don't know how that works.

Oh, and Jon's doing a podcast series with some of the authors. See link above. I'm not currently scheduled but who knows.

Oh, if you're at GDC, I'll have a copy at the IFTF table.

(Note: I will receive a small share of the revenue from this book. If it makes enough to be worth distributing.)


1989 in context

Tuesday, February 24, 2026

Comments: 5   (latest March 19)

Tagged: if, interactive fiction, infocom, zil, steve meretzky

One of my goals with this project is to put the Infocom games, and the code, into context. Context is the fun part.

Some of my friends got into it about this quote:

The other four tokens—ON-GROUND, IN-ROOM, HELD, and CARRIED—are incredibly confusing, and no one really understands them except Stu, so he should probably write this bit.

-- Learning ZIL, chapter 9.6

Or, from Appendix A:

CONTFCN: I never use this, why should you?

Or Appendix B:

Frankly, I think the SEARCHBIT is a stupid concept, and I automatically give the SEARCHBIT to all containers.

Several other sections say "Stu should write this" as well.

Let's set aside what these ZIL terms mean. The question is, how is this flippin' useful? In a reference manual? Who writes documentation like this?

The title page says "Comments to SEM" -- Steve (Eric) Meretzky. So that answers who. "Stu" is clearly Stu Galley, one of the original Implementors and the architect of the "new" (V6) parser.

But that's the author, not the context. For the context, let's take a look at the entire title page:

Learning ZIL - or - Everything You Always Wanted to Know About Writing Interactive Fiction But Couldn't Find Anyone Still Working Here to Ask / Copyright ©1989 Infocom, Inc. For internal use only. Comments to SEM / Conversion to Microsoft Word -- SEM -- 8/1/95 Learning ZIL, title page

Suddenly we know a lot more! What happened in May of 1989? (Aside from me passing my first college programming course.) That's right -- the shuttering of Infocom as a Cambridge studio.

Quoting from Jimmy Maher's article on the fall of Infocom:

The axe fell over the course of that long afternoon and evening [May 4th]. Infocom would be “moving” to California, where it was to be reconstituted and re-imagined as a more closely coupled subsidiary of Mediagenic [aka Activision], under a “general manager” named Rob Sears. Just 11 of the 26 current employees were offered positions at this new version of Infocom. [...] Suffice to say that those Mediagenic decided were desirable to retain often weren’t the pivotal creative voices you might expect, and that only 5 of the 11 accepted the offer anyway. [...] For the other old-timers, it was all over. Another six weeks or so to finish a few final projects and tidy up the place, and that would be that.

-- "Moving to California", Digital Antiquarian, July 2016

The five who stayed on definitely did not include Meretzky:

Steve Meretzky had been scheduled to attend the Computer Game Developers’ Conference that very weekend in Sunnyvale, California. He was still allowed to fly out on Infocom’s dime, but replaced the company’s name on his badge with “Make Me an Offer!”

(That would have been the third CGDC, which reached the stunning total of 300 people in 1989. The event I'm attending next month will be probably 100 times that size... give or take...)

So. We have a manual which was written either a couple of months before the axe fell, or a couple of weeks after. Nothing exactly says which, but my sense is "before". This is a document written for an incoming writer who wants to make a game. It's not a historical document written for posterity.

However, there's clearly a sense of resignation hanging over the whole endeavour. The document's subtitle gives you that up front. Infocom was already down to a quarter the size of its 1985-ish heyday, with no recent hits and no real prospect of a new one.

EXERCISE THREE Design and implement a full-size game. Submit it to testing, fix all the resulting bugs, help marketing design a package, ship the game, and sell at least 250,000 units.

-- Learning ZIL, chapter 16

So.


Footnote 1: Is it possible that the document was written earlier, and was just updated through 1989?

Some of it, possibly. But the "Stu?" sections give the sense that this was interrupted in mid-draft, not written as a complete document and then later updated.

Also, it mentions YZIP (Z-machine version 6), albeit not in a great deal of detail. (One line just says "see YZIP Spec for more details".) The first YZIP game was Zork Zero in October 1988; the YZIP Spec document is dated "11/30/88". The design work would have started earlier, but this still puts a pretty sharp lower bound on the writing span for Learning ZIL.


Footnote 2: The document is also tagged as "Conversion to Microsoft Word -- SEM -- 8/1/95". In 1995, Meretzky was off at Boffo Games, his new studio. What prompted him to pull a six-year-old text file out of his (copious) archives and update it into a "modern" format?

I have no idea, actually. Maybe the assembly of the Masterpieces of Infocom CD-ROM collection, which had a number of bonus items on it. (Including my first IFComp entry!) The Learning ZIL document wasn't among them, but it might have been part of a round-up of resources.


Three weeks ago I announced the Visible Zorker Patreon. At that time I said:

If we reach the $500/month goal by Feb 14th, I will start cranking on Zork 3. The aim will be to have a playable version ready for Patreon supporters on March 1st.

As you can see, we have not reached $500/month. The Patreon saw an initial wave of interest, but it leveled off after a few days at about $200.

But, you know what, I chose this project because it was fun! I want it to work. So we are officially in go-mode. Zork 3 is now in progress. I have a working build right now. Bare-bones, minimal, but working.

Contributor-level donors will get access to the Zork 3 page later tonight. Participant-level donors will get access on March 1st, by which time it will be feature-complete.

(Well, probably mostly complete. The map always takes longest.)

I'll be touting the project at GDC in March. I imagine that will bring in some more supporters. How many? No clue.

Regardless, I am now committing to finish Zork 3, Deadline, and Starcross by the end of May. June is NarraScope month, so I'll take a break to concentrate on the event. After that we'll take stock and see what the prospects are.

Sound good? Great.

See you around the Discord.


GDC plans, 2026

Friday, February 13, 2026

Comments: 3   (latest straightaway)

Tagged: zarf, gdc, iftf, if, interactive fiction, conferences

Once again I will show my face in San Francisco for GDC. (My masked face, if you see me inside the convention center. That's how I roll now.) I'll be wearing the Green Hyperspace Jacket as usual.

I've attended GDC on and off since 2012. This year is a first, though: I'll be helping represent IFTF! We'll have a table in the new "GDC Commons" space, promoting the tools and art of interactive fiction. Come visit us during show-floor hours: 10-6 Wednesday, 10-6 Thursday, 10-3 Friday.

The Common will also host a bunch of other regional and interest-based game-dev nonprofits. Including the Global Game Jam, Black in Gaming, Latinx in Gaming, and groups from SF, Seattle, and my own homies from Boston Game Dev. Who I would totally be helping out if I weren't booked with the IFTF crew. And others.

I won't spoil our booth surprises... well, maybe a little. My Visible Zorker project is a great example of an open-source resource for game history education, so it'll be up and running somewhere. Assuming we get all the laptops set up the way we want.

No, I am not hijacking an IFTF event to promote my own Patreon. That would be tacky. But I should have Visible Zork 3 up and running as a special GDC sneak peek...

I won't be in the IFTF space every minute, but I'm signed up for a bunch of table hours on Wed/Thu/Fri. The rest of the week -- you know, the usual GDC cycle. Go to a talk, decide that talks are silly, hang out in Yerba Buena Park with all the other game-dev nerds. (Spoiler: the park doesn't require a conference badge. Drop by whether you're registered or not! It's always a crowd, unless it's raining, and even then.)

Oh, and I'll also be at the IFTF table at the Opening Night Event down at Oracle Park. Monday night, 6:30 until... actually I don't know how late it runs. We will find out!