[HN Gopher] Zork: The Great Inner Workings (2020)
       ___________________________________________________________________
        
       Zork: The Great Inner Workings (2020)
        
       Author : gus_leonel
       Score  : 131 points
       Date   : 2025-01-20 10:23 UTC (12 hours ago)
        
 (HTM) web link (medium.com)
 (TXT) w3m dump (medium.com)
        
       | raldi wrote:
       | Years ago I made some maps of things like which rooms of the game
       | have the "sacred" bit, and what it means.
       | 
       | If you're interested:
       | https://www.reddit.com/r/raldi/comments/10dtch/i_spent_my_we...
        
       | FatalLogic wrote:
       | > _We can also make an educated guess that MARC refers to Marc
       | Blank, who was one of the initial creators of Zork, but I
       | couldn't figure out who JW could be._
       | 
       | JW: That was probably Jerry Wolper. He was a coder and designer
       | at Infocom in the later 1980s
       | 
       | https://www.mobygames.com/person/336/jerry-wolper/credits/
        
         | ghaff wrote:
         | I had forgotten Jerry actually worked at Infocom for a bit. And
         | no one else with those initials comes to mind. He was part of
         | the film committee that Marc and others were involved with as
         | well.
        
       | 7thaccount wrote:
       | Modern interactive fiction is pretty amazing.
       | 
       | I like Zork a lot, but I've never made it even halfway through
       | the game. Knowing that you can permanently lose by doing certain
       | things (does breaking the mirror count? I can't remember) puts a
       | damper on my enthusiasm. The infocom parser is pretty good, but I
       | sometimes run into issues where I know what I need to do, but
       | can't get the parser to accept my commands. This happened in
       | planetfall where I needed to get a key under a grate, but
       | eventually gave up and looked up what the parser wanted.
       | 
       | Some modern additions are automatic maps and fast travel so you
       | don't get lost in an infinite labyrinth and have to write your
       | own maps (it was fun once, but I wouldn't want to do it each
       | game). Fast travel is nice, so I can get back somewhere without
       | having to type N N E NE N and so on.
       | 
       | As for this thread and more relevant comments, I had no idea the
       | parser variables were named after the authors. HN knowledge never
       | ceases to amaze me. I wish there was a convention or something
       | once a year.
        
         | MetaWhirledPeas wrote:
         | > Modern interactive fiction is pretty amazing.
         | 
         | Got any recommendations?
         | 
         | Like you, I was never able to get into Zork. I _really_ enjoyed
         | it, until I inevitably became stuck. Hearing you say this could
         | be permanent really seals it. It 's one of those games that's
         | more fun to recollect than to actually play.
        
           | Eric_WVGG wrote:
           | Adam Cadre's games are excellent. https://adamcadre.ac/if/
        
           | fenomas wrote:
           | My canonical answer is "Violet" by Jeremy Freese:
           | 
           | https://ifdb.org/viewgame?id=4glrrfh7wrp9zz7b
        
           | failrate wrote:
           | CEJ Pacian makes excellent modern IF. I recommend checking
           | out Gunmute and Red Prince.
        
           | 7thaccount wrote:
           | Anything by Emily Short has really good writing and prose.
           | They vary greatly by length too. I think she mainly writes
           | for commercial projects these days, so I haven't seen a
           | release in awhile of just something for fun.
           | 
           | https://ifdb.org/search?searchfor=author%3AEmily+Short
           | 
           | Alabaster, Bronze, and City of Secrets were all excellent.
           | Check out the really short Galatea to see how much parser
           | improvement has occurred since the old Infocom days.
        
           | spencerflem wrote:
           | If your looking for a puzzley experience, Emily Short's
           | "Counterfeit Monkey" is consistently top rated and I found it
           | wonderful
        
           | bluGill wrote:
           | there is always the save restore so it is never permanent.
           | However you can wonder around for a long time seeming to make
           | progress only to discover it isn't possible to solve the game
           | because of something not obvious you did a while back.
        
           | astrange wrote:
           | My favorite short IF is Glowgrass:
           | 
           | https://ifdb.org/viewgame?id=b1xy3s75cjlty973
           | 
           | The best regarded long one I know is Anchorhead, basically a
           | Lovecraft story:
           | 
           | https://ifdb.org/viewgame?id=op0uw1gn1tjqmjt7
           | 
           | ...these are both from 1998 so clearly I haven't been paying
           | attention to what anyone is up to lately.
        
         | raldi wrote:
         | If you're a fan of the genre, Zork I is worth playing through
         | (with hints if necessary) precisely _because_ it's an example (
         | _the_ example?) of the early explorations of the art -- back
         | when it was about, "Hmm, what we should make the game do if
         | someone tries to break the mirror?" and then implementing a
         | response.
         | 
         | It wasn't so much about finishing the game, it was about
         | exploring the playground.
        
           | ghaff wrote:
           | I never made it through--but then I've mostly always been
           | more of a fan of the idea of gaming than the work of actually
           | playing a game until the end. I did finish a few of the
           | Infocom games generally with the help of a few (literal pre-
           | Web) phone calls to the developer of some of those games who
           | was a friend of mine from school. (There's even a very inside
           | joke related to me in Planetfall. Don't ask because I won't
           | tell.:-))
        
             | 7thaccount wrote:
             | Now that is a heck of a story :)
             | 
             | Don't stand in the way of history. Tell us!
        
               | ghaff wrote:
               | Basically, a minor character has a name that is, to
               | someone in the know, obviously a derivative of a playful
               | expression that the author would regularly use on me in
               | school. I don't actually remember the character--though,
               | for some reason I'm thinking it was an ambassador.
        
         | danaris wrote:
         | ...the parser variables very much were not named after the
         | authors. The parser variables were PRSA, PRSO, and PRSI (Parser
         | Action, Parser direct Object, and Parser Indirect object). The
         | mention of JW and MARC was in comments they left in lieu of
         | nonexistent commit messages.
        
         | ChicagoDave wrote:
         | I was 15yo in 1977 when our two school paper terminals
         | connected to a Milwaukee Public Schools PDP-11 provided access
         | to the FORTRAN version of DUNGEO, aka mainframe Zork.
         | 
         | Memorizing the map was considered a high calling among the half
         | dozen students who became obsessed with the games (ADVENT aka
         | Adventure or Colossal Cave was also on the PDP).
         | 
         | At that time, death was just a part of the puzzles of the game.
         | Repetition was not a hindrance.
         | 
         | Of course we did learn how to save, but you could only have one
         | save file at a time.
         | 
         | Then we learned how to "detach" our session (RSTS/E operating
         | system) and rename save files as well as holding a current
         | game's state until we later reattached that session.
         | 
         | Mind you this was all on green bar paper.
         | 
         | I'm still involved in the IF community, board member of the
         | IFTF, and will occasionally try to play Dungeon from memory.
         | 
         | Even made a map a few years ago.
         | 
         | https://plover.net/~dave/DungeonMap.pdf
         | 
         | I think any gamer worth their salt should take on the
         | challenge.
         | 
         | I also think Dungeon would be a great challenge for teenagers
         | in a computer science class.
        
       | atum47 wrote:
       | I was working on a text adventure myself. It was before llms
       | became a thing. My solution to the commands was to use simple
       | words, not phrases. Pick key, walk north, look fireplace...
       | 
       | Instead of just a game I realize as I writing a game creator as
       | well and the score kept getting bigger, so I decided to take a
       | break. That was 4 years ago.
       | 
       | I do want to fishing it one day
        
       | riiii wrote:
       | One thing I'd like to see AI used for: draw the Zork scenery
       | based on the in-game text description.
        
         | MetaWhirledPeas wrote:
         | That's a fun idea. The lack of continuity will be amusing,
         | especially given the sparse descriptions of everything.
        
           | adamrezich wrote:
           | That sounds like the perfect use for LLM image generation!
        
           | KerrAvon wrote:
           | The later Infocom games -- I'm thinking especially Moriarty's
           | evocative Wishbringer, Trinity, Beyond Zork -- have much
           | improved writing in general; it might be interesting to see
           | what an LLM actually does with those.
        
             | ghaff wrote:
             | A Mind Forever Voyaging has very good writing as well (and
             | less in the way of puzzles). Of course, Hitchhiker's has
             | great writing too.Not sure I ever played Wishbringer or
             | Beyond Zork but Trinity is good.
        
         | DonHopkins wrote:
         | Playing Zork with AI-generated imagery [video] (youtube.com)
         | 
         | 133 points by mr_walsh on Jan 8, 2023 | hide | past | favorite
         | | 54 comments
         | 
         | https://news.ycombinator.com/item?id=34300765
         | 
         | https://www.youtube.com/watch?v=ZpCrBBj6AWE
        
         | vunderba wrote:
         | I think people have been experimenting with integrating stable
         | diffusion into text adventure games (like AI Dungeon) for a
         | while now.
         | 
         | Prompt adherence is always an issue particularly in a text
         | adventure game where _position_ matters - e.g. ( _The
         | crystalline amulet is sitting on top of the old wooden table. A
         | fireplace at the end of the room gently crackles. To the east
         | lies a door, cracked with age. On the west wall you can see a
         | painting of the lords of the manor. etc_ )
         | 
         | Flux could probably get close - though it clearly doesn't have
         | any examples of an amulet in its training data. :)
         | 
         | https://imgur.com/a/giBqQ1L
        
       | ndiddy wrote:
       | If anyone's interested, here's a pretty good overview of
       | Infocom's internal development tooling (how they got from the ZIL
       | source code to a compiled story file).
       | https://github.com/ZoBoRf/ZILCH-How-to
       | 
       | Additionally, this site is a really cool visualization that lets
       | you play Zork while being able to see its internal game state and
       | the corresponding source code to where you currently are.
       | https://eblong.com/infocom/visi-zork1/
        
       | Eric_WVGG wrote:
       | Weird to learn that the three Zork games were one game split,
       | given that they're so tonally different. (the first having
       | basically no narrative at all, the second being profoundly silly,
       | and the third being fairly serious and dark)
        
         | stevekemp wrote:
         | I guess it depends on how you view it.
         | 
         | Originally there was a Zork game, then a company was formed and
         | they decided to repurpose their existing game as their first
         | project/product because they had no other inspiration.
         | 
         | The existing content was too large to fit into the small
         | computers available at the time, so only parts of the prior-art
         | were used in the "new" game.
         | 
         | Zork [1] was popular so the idea of a sequel was raised, and of
         | course the content which was left out was then used the second
         | time around. And repeat.
         | 
         | I think it's fair to say there was no cohesive intentions to
         | make three games initially, and you can kinda see that from the
         | "plot".
        
           | ghaff wrote:
           | The folks who wrote the original Zork were AI Lab folks who
           | were generally more interested in the technology than the
           | game design. They weren't really that interested in games as
           | the end state. Which led to Cornerstone but that's another
           | story.
           | 
           | And, yes, computer resources were a big issue. I think you
           | can find at least one presentation from Dave Lebling (maybe?)
           | at GDC where he talks about some of this.
        
         | sparky_z wrote:
         | Zork 2 and 3 actually contain a lot of new material, which is
         | the origin of the tonal shifts. The original mainframe Zork was
         | basically a larger version of Zork 1. Zork 2 took most of the
         | rooms that had to be cut for space, weaved them together into a
         | new map, and added a lot of new things as well, including all
         | the sillier plot elements, like the wizard. Zork 3 was almost
         | entirely new, except for the brief endgame which was the
         | original endgame of mainframe Zork.
        
           | mintplant wrote:
           | Huh! I've only played the original mainframe game. I thought
           | the Infocom releases were just that game split into three--I
           | had no idea about all the new material! I'll check them out.
        
         | jhbadger wrote:
         | If you play a version of the original MIT Zork (often called
         | "Dungeon"), you'll find it isn't exactly the three games put
         | together. There really isn't much plot in the original -- like
         | Zork I it is just basically a treasure hunt (as was the
         | Colossal Cave Adventure which inspired it). There are
         | additional puzzles and plots in Zork II and III that have no
         | basis in the original.
        
       | seanwilson wrote:
       | I tried making a random text adventure generator a while ago,
       | where the idea was I would fill it with items and item
       | combinations, and ask it to look for the most crazy/interesting
       | chain of item manipulation puzzles e.g. key opens chest, to get
       | the matchbook, to light the dynamite, to blow open the safe, to
       | get the money, to buy the ticket.
       | 
       | I thought the idea was really promising at first but my finding
       | was there's just not that many interesting puzzles based around
       | real-life item interactions, so it wasn't fun to play (without
       | going further by adding a plot, NPCs and graphics).
       | 
       | If the item interaction is too everyday, it's too obvious and
       | boring (like a key to open a door), and if it's too obscure it
       | feels unfair (like a blowtorch to the neck of a wine bottle to
       | open it), so it has to be somewhere in between and there's only
       | maybe a few hundred types of interactions like this. When you
       | look into it, you'll notice the same item interactions reused in
       | lots of adventure games too e.g. bolt cutters + chain, torch +
       | batteries, spade + ground.
       | 
       | Maybe sounds obvious when you think about it, but it wasn't
       | obvious when I was prototyping.
       | 
       | I think this is one of the reasons escape room games devolve into
       | obscure logic puzzles. And also why adventure games got
       | criticised for having super obscure (moon logic) puzzles. And
       | also why a lot of adventure games feature things like time travel
       | and magic and NPCs, as it lets you introduce new rules for item
       | interactions.
       | 
       | Another aspect is filling the game world with lots of items,
       | locations and general red herrings so that the connection between
       | items that is usually obvious isn't immediately obvious because
       | you can't keep them all in your head.
       | 
       | The bugs were funny though. Like you had to tell it you can't put
       | a car in a tree, that you shouldn't bury bread in the dirt, and a
       | vending machine can't dispense vending machines.
        
         | dullcrisp wrote:
         | > The bugs were funny though. Like you had to tell it you can't
         | put a car in a tree, that you shouldn't bury bread in the dirt,
         | and a vending machine can't dispense vending machines.
         | 
         | My god, leave those in!
        
           | seanwilson wrote:
           | It does sound fun, but there would have to be some layer to
           | control the amount of wackiness, or it would feel random to
           | the point of meaninglessness, like "procedural oatmeal"?
        
             | eismcc wrote:
             | You may want to look into the nintendo zelda chemistry
             | engine
        
               | seanwilson wrote:
               | Any good links? I briefly looked up that it models fire,
               | electricity, cutting etc. interactions, but if you put
               | this in the frame of a text adventure rather than a 3D
               | action adventure, would it be fun? e.g. typing "shoot
               | arrow at explosive barrel" isn't as engaging as aiming
               | the arrow yourself.
        
             | pests wrote:
             | Sibling comment mentioned Zelda but really this reminds me
             | of the Zelda Randomizers.
             | 
             | Fixed set of items in a fixed set of locations. Certain
             | locations need certain items to access. So therefore
             | randomize which items are in which rooms while still being
             | able to complete the game.
             | 
             | Then they have a door randomizer which changes where doors
             | warp you to - effectively changing the map and potentially
             | the order of items needed.
        
               | seanwilson wrote:
               | > Fixed set of items in a fixed set of locations. Certain
               | locations need certain items to access. So therefore
               | randomize which items are in which rooms while still
               | being able to complete the game.
               | 
               | So this part of the puzzle generation isn't that bad, you
               | also need to make sure you can't make it unsolvable by
               | destroying/wasting items or making them inaccessible (or
               | allow this and call it "Sierra mode"). Making the item
               | usage interesting is the hard part, but that's not as
               | much as an issue for a Zelda game.
        
         | vunderba wrote:
         | I also experimented with randomized text adventure game
         | development back in the day but went a different route. I
         | created an n-gram markov model scraped off hundreds of old I.F.
         | games. The maze would be generated, and the markov model would
         | be used to generate the description of each of the rooms. I
         | then used a keyword/POS extractors/etc. to extract a structured
         | well-modeled data representation of the room in terms of items,
         | monsters, etc.
         | 
         | It worked kind of well, but it was more of an experience in
         | exploration (almost like a MUD) rather than a cohesive linear
         | game.
         | 
         | Of course, much later down the line, games like AI Dungeon
         | really dialed up this concept.
        
           | seanwilson wrote:
           | So I've tried playing with LLMs for this and the problem is
           | you can talk your way around puzzles because you can't
           | guarantee it'll stick to constraints. If you want something
           | more like a traditional adventure game, it would probably
           | work better to algorithmically generate a cohesive linear
           | game, then use an LLM to fill in the gaps in the
           | descriptions, story, NPC conversations and images.
           | 
           | I don't see how you could avoid the LLM saying stuff that
           | implies workarounds to puzzles though e.g. you add a knife to
           | the game that's meant to be the only object that can cut a
           | rope, but the LLM describes a rock as sharp.
        
             | vunderba wrote:
             | This is my experience as well. It's why LLM dungeon masters
             | can tend to fall flat since they have a hard time
             | distinguishing between a genuinely good _alternative
             | solution_ vs somebody clearly cheesing it.
             | 
             | If you want to _force_ a solution, you have to add an
             | additional prompt check - e.g.  "Is the solution provided
             | by the player properly making use of items only within
             | their inventory (A, B, C -> from their actual inventory)
             | and does the solution adhere to one of the following
             | acceptable solutions (X, Y, Z)?"
             | 
             | This helps mitigate abuse but it can also unnecessarily
             | constrain the player, so YMMV.
        
               | seanwilson wrote:
               | I just don't see how you can stop it from going off the
               | rails though. For linear adventures, you have to
               | carefully pick which items and actions are available to
               | avoid breaking puzzles e.g. if the LLM lets you break a
               | window which creates a shard of glass, you could use the
               | glass to cut a rope, when you were suppose to use a
               | knife. It would probably be able to come up with decent
               | reasons to explain why you can't do stuff though haha,
               | which is often a part of good puzzle design e.g. "I don't
               | want to draw attention by breaking the window".
        
         | pavlov wrote:
         | Puzzles are to adventure games like frosting to a cake.
         | 
         | It's expected to be there as a convention, but you want to keep
         | it to a minimum because too much spoils the whole experience.
         | 
         | The story is the point and the puzzles are just an accepted
         | contrivance to make you stay longer within the world. They're
         | not objectively fun, like frosting isn't objectively good.
        
       | b800h wrote:
       | For those interested in retro text adventures, there's a podcast
       | which has been going for about a year - they cover a couple of
       | games each fortnight now. Worth a listen:
       | 
       | https://retroadventurers.podbean.com/
        
       | DonHopkins wrote:
       | MC Frontalot - It Is Pitch Dark:
       | 
       | https://www.youtube.com/watch?v=4nigRT2KmCE
       | 
       | >Front geeked around for an evening in a basement in
       | Massachusetts. It got filmed in HD. Then Jason Scott made a whole
       | video out of it. The song and the video are in service of Jason's
       | upcoming documentary about text adventures, Get Lamp, but you get
       | to enjoy it now. Peek the cameo by Steve Meretzky.
       | 
       | "Get Lamp" documentary:
       | 
       | http://www.getlamp.com/
       | 
       | Trailers:
       | 
       | http://getlamp.welcometointernet.org/trailers/
       | 
       | Full archive:
       | 
       | https://archive.org/details/GET_LAMP_The_Text_Adventure_Docu...
       | 
       | Interviews:
       | 
       | http://www.getlamp.com/cast/
        
       | DonHopkins wrote:
       | https://news.ycombinator.com/item?id=15080221
       | 
       | DonHopkins on Aug 23, 2017 | parent | context | favorite | on:
       | The Enduring Legacy of Zork
       | 
       | "The MIT machines were a nerd magnet for kids who had access to
       | the ARPANET," Zork is how and why I got on the ARPANET as a nerdy
       | kid. And I wasn't even a Russian Spy! [1]
       | 
       | Connecting to the ARPANET and getting an account on DM was an
       | adventure in itself, almost like the beginning of the game
       | itself.
       | 
       | At the time there were no passwords or anything but security
       | through obscurity on the ARPANET TIPs. And the MIT-AI Lab was
       | kind enough to hand out free after-work-hours "TURIST Accounts"
       | [2] to anyone who asked nicely with the right magic words.
       | 
       | Some dude named Bruce who had a BBS (Bruce's NorthStar Horizon in
       | Northern Virginia) told me how to do it step by step:
       | 
       | 1) After 8PM EST, dial up the NBS TIP at (301) 948 3850 [3] at
       | 300 baud, typed "E" to get the banner, then "@L 134" to connect
       | to AI. (NCP host ids were only 8 bits, before TCP/IP's vast 32
       | bit address space!)
       | 
       | 2) Make up an account name (I chose A2DEH).
       | 
       | 3) Try to log in with that name, like ":LOGIN A2DEH".
       | 
       | 4) If it asks for a password, somebody already has that account.
       | In that case, think of another name and try again. (RMS's
       | password was famously "RMS", after they forced everyone to use a
       | password over his objections).
       | 
       | 5) If it doesn't recognize your user name, it asks "Do you want
       | to apply for an account?" Answer YES. When it asks "Why do you
       | want to use the MIT-AI Lab's PDP-10?" answer "Learning LISP."
       | (Which, as it turns out, is a long incremental process pursued
       | over a lifetime, since there are so many implementations of LISP
       | on the inside with names like MDL and JavaScript on the outside.)
       | 
       | 6) When the account is approved, now all ITS systems know about
       | you (ITS had network file and account sharing long before NFS and
       | YP), and although you still can't log into DM directly, you could
       | log into AI to learn LISP (and EMACS).
       | 
       | 7) The MIT-AI Lab staff would kindly and patiently go out of
       | their way to help you learn LISP and EMACS. (Many thanks to KMP
       | for writing TEACH-LISP and answering my clueless tasteless
       | questions like "how to you set the value of a variable?").
       | 
       | 8) To play Zork, dial up the TIP after 8PM and connect to DM with
       | "@L 70".
       | 
       | 9) Log in as "URANUS" with password "RINGS".
       | 
       | 10) So as not to look suspicious (3 kids from all over the
       | country [4] logged in as URANUS, URANU0, URANU1 at the same time
       | all playing Zork or watching each other play), change your user
       | name to your own with ":CHUNAME A2DEH".
       | 
       | 11) Only two people could play ZORK at once, so hang out chatting
       | with other people waiting to play ZORK, or spying (in a socially
       | acceptable manner) on whoever's playing ZORK via ":OS PDL" (for
       | "Output Spy Paul David Lebling"), or snooping around trying to
       | find the Zork source code [5], which was well hidden.
       | 
       | 12) There was no file security, so you could snoop around Marvin
       | Minsky's home directory and hurt your brain trying to understand
       | what appears to be line noise, but is actually the Universal
       | Turing Machine he implemented in TECO. [6]
       | 
       | 13) When somebody from USER-ACCOUNTS sends you a "nice private
       | message" telling your they know what you're up to with ZORK, and
       | that you should really learn LISP like you said you would because
       | it's such a great language, instead of demanding you commit
       | "seppuku" and "dumping you off the net and be done with it", you
       | simply start learning LISP instead of acting like an entitled
       | dick [7] by whining about how the people who gave you a free
       | account that you bragged about in BYTE magazine are a bunch of
       | communists and threatening to get some Proxmire type to start
       | inquiring into its operations by seeing if your "Pentagon friends
       | can upset them. Or perhaps some reporter friends. Or both., Or
       | even the House Armed Services Committee."
       | 
       | [1] https://www.youtube.com/watch?v=hVth6T3gMa0
       | 
       | [2] http://www.art.net/~hopkins/Don/text/tourist-policy.html
       | 
       | [3] https://www.saildart.org/TIPS[P,DOC]3
       | 
       | [4] https://archive.org/details/getlamp-rgriffiths
       | 
       | [5] https://github.com/itafroma/zork-mdl
       | 
       | [6] https://news.ycombinator.com/item?id=13514918
       | 
       | [7] http://www.stormtiger.org/bob/humor/pournell/story.html
       | 
       | kabdib on Aug 23, 2017 | next [-]
       | 
       | Oh, you are A2DEH. "Hi" from 1979 or 1980, from ZEMON. I saw you
       | online a lot, playing Zork on MIT-AI, and I probably :os'd a few
       | of your sessions. I too was using the NBS TIP. Later, I actually
       | worked at NBS and became "legal". I first learned Emacs at 300
       | baud; I'll spare you the whole story, but it involves a lot of
       | assembly language and some soldering...
       | 
       | DonHopkins on Aug 24, 2017 | parent | next [-]
       | 
       | Of course I remember your cool UNAME standing out in all those
       | :WHOJ's! ;) Do you remember Rob Griffiths, aka ROBG? I really
       | enjoyed his full interview from Get Lamp -- he really nailed what
       | it was like at that time, making a pilgrimage to 545 Tech Square
       | as a 15-year-old kid!
       | 
       | https://archive.org/details/getlamp-rgriffiths
       | 
       | He and you are a couple of the people who I was thinking of when
       | I described kids from all over the country hanging out chatting
       | and spying and waiting to play Zork!
       | 
       | kabdib on Aug 24, 2017 | root | parent | next [-]
       | 
       | My best friend in high school went to MIT and I ... didn't (it's
       | okay, the state college I wound up going to was about my academic
       | speed, and I would have been toast in a couple of semesters at
       | MIT). I also did a pilgrimage to MIT and saw the DEC-10s. Printed
       | out a school project on the LGP, played around with a Lisp
       | Machine for a few hours.
       | 
       | MIT's friendly, unparanoid attitude towards people using their
       | systems and basically just digging their technology was very
       | formative in my career. Zork was the hook. I came to play
       | adventure games, I stayed to learn Emacs and a bit about
       | networking and PDP-10s, and LISP. I don't use PDP-10s anymore,
       | but I work in the games industry, use Emacs every hour of my
       | working day, and wish I could write more production LISP (though
       | if you squint at Javascript just right...)
        
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