Written by Joe Pranevich
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It has become something of a tradition for me to dig into the “what ifs” of each Infocom game as I finish it. Unlike most of what we play, we are fortunate that so much Infocom material has been saved (in some cases “leaked”) to allow us to study their work in a way that would not otherwise be possible. With Lurking Horror, we find a game that struggled against too much content, almost from the very beginning. Dave Lebling had big ideas, and the game’s code is sprinkled with comments lamenting the size restrictions of the original ZIP engine.
Lebling spoke about his wish for more space in an interview with Brass Lantern in 2002:
Stephen Granade: If you had the chance to redo any of your Infocom games, which one would you change? What would you do differently, or would you avoid the game entirely?
Dave Lebling: [...] I'd have loved to have done "The Lurking Horror" as a larger-size game (it was almost the last of the "small" games which had to fit in 84k bytes of disk space). Some good scary stuff got cut out of it or never implemented due to the size restrictions.
So what is this “good scary stuff” do we still know about? Let’s dig in.
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