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undo and error correction, and later games would 'understand' multiple sentence input: 'pick up the gem and put it in my bag. take the newspaper clipping out of my bag then burn it with the book of matches'. Infocom and other companies offered optional commercial feelies (physical props associated with a game). The tradition of 'feelies' (and the term itself) is believed to have originated with Deadline (1982), the third Infocom title after Zork I and II.[13][14] When writing this game, it was not possible to include all of the information in the limited (80KB) disk space, so Infocom created the first feelies for this game; extra items that gave more information than could be included within the digital game itself. These included police interviews, the coroner's findings, letters, crime scene evidence and photos of the murder scene. These materials were very difficult for others to copy or otherwise reproduce, and many included information that was essential to completing the game. Seeing the potential benefits of both aiding game-play immersion and providing a measure of creative copy-protection, in addition to acting as a deterrent to software piracy, Infocom and later other companies began creating feelies for numerous titles. In 1987, Infocom released a special version of the first three Zork titles together with plot-specific coins and other trinkets.[15][16] This concept would be expanded as time went on, such that later game feelies would contain passwords, coded instructions, page numbers, or other information that would be required to successfully complete the game. 1980s Mystery House for the Apple II was the first adventure game to use graphics in the early home computer era. United States Interactive fiction became a standard product for many software companies. By 1982 Softline wrote that "the demands of the market are weighted heavily toward hi-res graphics" in games like Sierra's The Wizard and the Princess and its imitators. Such graphic adventures became the dominant form of the genre on computers with graphics, like the Apple II.[17] By 1982 Adventure Internation
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