Media assets across the collections

Six Infocom titles carry media: the four V6 graphical games (Zork Zero, Arthur, Journey, Shogun) and the two with sampled sound (Sherlock on the Mac, The Lurking Horror on the PC).

These tables record which collections carry each title’s assets and which files those are, as measured on the cataloged media; the per-disc detail lives in each disc’s notes.

Graphics

File vocabulary:

Title Side LTOI1 (1992) LTOI2 (1992) Anthology (1994) Masterpieces (1996) Legacy (1997) Source leak (2019)
Zork Zero Mac PIC, CPIC - - PIC, CPIC - -
Zork Zero PC CG1, EG1 - CG1, EG1 (inside the installer archive) CG1, EG1 CG1, EG1 -
Arthur Mac - PIC, CPIC - PIC, CPIC - -
Arthur PC - CG1, EG1, EG2, MG1 - CG1, EG1, EG2, MG1 - -
Journey Mac - PIC, CPIC - PIC, CPIC - PIC (journey.bwmac.1)
Journey PC - CG1, EG1, EG2, MG1 - CG1, EG1, EG2, MG1 - -
Shogun Mac - PIC, CPIC - - - PIC, CPIC and Apple II pictures, different versions
Shogun PC - CG1, EG1, MG1 - - - -

Every repeated file is byte-identical across the collections that carry it, verified by hash: Zork Zero’s four PC files across all four of its discs and its Mac pictures across both hybrids; Arthur’s and Journey’s complete Mac and PC sets between LTOI2 and Masterpieces; and Journey’s Mac PIC.DATA a third time in the leaked journey repository, where journey.bwmac.1 is the same 473,730 bytes exactly.

Across renditions, though, nothing is interchangeable: the libraries are sibling compositions, not conversions of one another. Every title’s picture count differs per rendition (Arthur’s four libraries hold 168, 169, 170 and 171 images; Shogun’s Mac pair hold 48 to the PC’s 50), the drawn geometry differs with the display standard, and each library pairs with its own platform’s story release - all four titles ship different Mac and PC story builds.

What the gaps mean:

Sound

Title Medium LTOI2 (1992) Masterpieces (1996) Source leak (2019)
Sherlock Mac SOUND/ folder 13 S + 4 M files 13 S + 4 M files (byte-identical) raw sample sources and the number-to-name map
The Lurking Horror PC, Sound Blaster - LHSOUND.ZIP (14 .SND files + the XOR patch to r221) the r221 story file, no sounds

In both games the sampled sounds start at number 3, because the Z-machine reserves 1 and 2 for its two interpreter-generated tones - the high and low bleep, which need no sample file and work on every interpreter - and both games’ sources name them the same way: S-BEEP and S-BOOP.

Sherlock

Sherlock’s sound numbers decode from the leaked repository twice over: the s3.nam-s17.nam files map each number to its sample, and sounds.zil carries Infocom’s own constant names and descriptions:

# ZIL name Sound Shipped on the Mac discs as
3 S-ARMOR armor squeaking - worn, removed, moving S3, full rate
4 S-BADVIOL Watson playing violin S4, full rate
5 S-BARK dog barking S5, full rate
6 S-BOATING background water sounds, in the boat (looping) S6, full rate
7 S-CLOCK Big Ben striking close up, long ring S7, subsampled
8 S-CROWD crowd noises (looping) S8, full rate, plus the M8 parameter record
9 S-FANFARE trumpets for the ending S9, full rate
10 S-GROWL dog growling S10, subsampled
11 S-HEART1 slow heartbeat M11 - replays S12 slower
12 S-HEART2 medium heartbeat S12, subsampled
13 S-HEART3 fast heartbeat M13 - replays S12 faster
14 S-HORSE sounds of the cab moving S14, subsampled, plus the M14 parameter record
15 S-VIOLIN Holmes playing violin S15, full rate
16 S-SNORE snoring in the Diogenes Club (looping) S16, full rate
17 S-FARBEN Big Ben at a distance, short ring S17, full rate
18 S-WHISTLE whistle for calling cabs commented out in the source; never shipped anywhere

The S files are type SDAT, sound in the data fork: a 10-byte header, then unsigned 8-bit PCM. The four 32-byte M files are playback-parameter records, each ending in the ASCII name of the S file it plays - which is how sounds 11 and 13 exist without samples of their own: the one heart recording replayed at different rates.

The Lurking Horror

The Lurking Horror’s sounds decode from the leaked repository’s sounds.txt - Infocom’s own internal sound list, which records that two samples were “cut for reasons of space”, which is why the game has fourteen sounds and not sixteen. Every documented size matches the corresponding LURKINxx.SND in Masterpieces’ LHSOUND.ZIP (Jokisch’s 1995 conversions of the Amiga samples):

# ZIL name Sound Shipped as
3 S-BLOOD axe hitting the maintenance man LURKIN03.SND, 49,766 bytes
4 S-ATTACK rats attacking (looping) LURKIN04.SND, 20,530
5 S-SQUEAL single rat cut for space; never shipped anywhere
6 S-HATCH rusty hatch in the tomb opening LURKIN06.SND, 46,010
7 S-ELCRSH elevator pulling the wall out LURKIN07.SND, 60,000
8 S-CRACK crack of stone LURKIN08.SND, 7,738
9 S-GHIDRA frob flapping away LURKIN09.SND, 58,024
10 S-DRONE drone of frob worshippers in the dream (looping) LURKIN10.SND, 33,290
11 S-SPARKY electrical zap of the high-voltage line in water LURKIN11.SND, 40,010
12 S-DIE flier after the stone is thrown at it LURKIN12.SND, 44,330
13 S-PSYCHO demon in the alchemy lab getting the professor (looping) LURKIN13.SND, 56,586
14 S-STORMY storm (looping) cut for space; never shipped anywhere
15 S-VOICE zombie urchins chanting (looping) LURKIN15.SND, 51,610
16 S-CRETIN frob frying on the high voltage (looping) LURKIN16.SND, 25,050
17 S-ZOMBIE frob noises in the inner lair (looping) LURKIN17.SND, 39,258
18 S-MONSTR things in the pit in the altar area (looping) LURKIN18.SND, 50,010

Measured against the leaked repository’s sources (2026-09-12): the disc samples are the same recordings converted from signed to unsigned 8-bit PCM - 99.4-99.5% byte-identical under a sign-bit flip, the remainder scattered single bytes at near-silence, a different processing generation of the same masters.

The Lurking Horror’s sound was native to the Amiga; no cataloged disc carries those samples, and the Masterpieces package is Stefan Jokisch’s 1995 freeware conversion kit, not Infocom’s - see the Masterpieces notes for its verification.