History: April 2008 Archive Page

Imagine that, since childhood, you've been a fan of a now-obscure genre of computer games called interactive fiction. Imagine that, since 1999, you've kept a weblog.

Imagine that, since 2003, you've taught journalism and new media courses, in which you have introduced students to weblogs and interactive fiction (among other topics, of course). 

Recently, after about five years of on-and-off research, you published an article that included archival material about the first interactive fiction game, Colossal Cave Adventure.  Thanks to the kindness of innumerable e-mail contacts, you have been able to study the source code -- recovered from a 30-year-old backup tape -- that had been considered lost. 

Imagine that you're now in the middle of teaching a unit on the materiality and persistence of digital culture, to a class that consists mostly of upper-level journalism students who have been blogging academically for years.  You've recently assigned Espen Aarseth's close reading of Infocom's interactive fiction work Deadline, and you just finished going through Matt Kirchenbaum's detailed forensic analysis of a 5 1/4 floppy disk containing the interactive fiction game Mystery House

And imagine that someone (not you) gets ahold of some archival material from Infocom. More than just some archival material, a complete copy of the company's networked hard drive, bristling with e-mails, production notes, source code, and demo files.


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Andy Baio offers some forensic digital journalism:

From an anonymous source close to the company, I've found myself in possession of the "Infocom Drive" -- a complete backup of Infocom's shared network drive from 1989. This is one of the most amazing archives I've ever seen, a treasure chest documenting the rise and fall of the legendary interactive fiction game company. Among the assets included: 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.

For obvious reasons, I can't share the whole Infocom Drive. But I have to share some of the best parts. It's just too good.

So let's start with the most notorious -- Milliways: The Restaurant at the End of the Universe, the unreleased sequel to Infocom's The Hitchhiker's Guide to the Galaxy. For the first time, here's the full story: with never-before-seen design documents, internal emails, and two playable prototypes. Sit back, this might take a while.


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Wired:
An enterprising photographer, Eadweard Muybridge, captured a series of snapshots -- a filmstrip -- of a horse trotting and definitively settled the question in the affirmative. You can see the horse in-motion and check out the geeky tech from this magazine piece on high speed photography.

Fast forward 130 years and we can now split a second into 2,000 of its constituent parts and examine them. One incredible example is the video of the yellow balloon exploding above. At that speed, the water appears much more viscous than it is, holding its shape for a few thousandths of a second before gravity pulls it to the ground.


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This page is a archive of entries in the History category from April 2008.

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