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Zork

by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling

(based on 32 ratings)
5 reviews64 members have played this game. It's on 44 wishlists.

About the Story

Also known as Dungeon. The original mainframe game that was later split and adapted into the Zork trilogy for microcomputers.

Ratings and Reviews

5 star:
(11)
4 star:
(13)
3 star:
(6)
2 star:
(1)
1 star:
(1)
Average Rating: based on 32 ratings
Number of Reviews Written by IFDB Members: 5

3 Most Helpful Member Reviews

7 of 7 people found the following review helpful:
HUGE Game, Memorable, important in IF history, March 20, 2015
by GameStomper (Vancouver, WA)

ZORK (this mainframe version) is a huge game. I spent maybe five hours just working on the game and making maps before I started to feel stuck. I finally gave in and starting using some hint files (life's too short to not use hint files). It is frustrating to find that you had the right idea - just not the right verb/noun. For example I tried to "eat Eat-Me cake" and apparently my version wanted "eat eatme cake". Yeah, those are the kinds of things that you're glad you used a hint file for!

I spent about 2-3 weeks working my way through the game and putting together a solution & hint file guide. When I was finally finished, I really felt a sense of accomplishment! Not only was there 616 treasure-hunting points to earn, but also an additional 100 point end game. It really is a wonder of its time... and even more interesting knowing that only a small minority of people had access or knowledge about this behemoth growing to the limits of its maximum 1MB file size.

While the individual ZORK games underwent further refinement, and indeed became better games in focus, fun and functionality... it was a real treat to go back to the origins of ZORK. Like many others, ZORK was my introduction to Interactive-Fiction... so it was a heady mix of nostalgia and new discovery. All the major players are here - the Troll, the Thief, the Rainbow Bridge, the Flood Control Dam, etc. It's just bigger and longer than you remember (especially since your memory is likely ZORK I).

It's definitely worth playing, and even more fun if you haven't revisited the old treadworn land of Zork in some time. But from an IF history perspective, this was a milestone in the making. Zork became the killer-app for a number of early computers... and Infocom went on to produce some of the greatest works ever in this genre.
- And it all started here.

BTW, I think the best version is the inform port. It has the most flexibility in the words you can use, with a few added responses and synonyms that are not available in WinGlux and others.

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5 of 5 people found the following review helpful:
A hard game that gets more fun the further you get, July 1, 2015
Related reviews: more than 10 hours

Zork is the most famous adventure game, although it was not the first. This version contains much of the three Infocom Zork games which were developed later.

Zork is a large puzzle-heavy exploration game. It has inventory limits, a timer of sorts (the light in your lamp), and it has several unfair puzzles (depending on the version you play, some important in-game clues can be omitted). The exits in the rooms work in a non-symmetric way, so going north and then south might bring you back to the wrong place.

I found that mapping out the entire game myself was very helpful. Instead of drawing a map, I just made a numbered list in the notes section of Frotz of all the rooms and their exits. That alone let me get much farther than I did 5 years ago.

I used walkthroughs after getting about half of the points, but the version on IFDB contained a fatal bug preventing me from completing the endgame. I found another version online that ran slower but which allowed me to complete the ending.

The game gets better the further you get. The 'hidden' areas are really fun, and I was surprised how huge this game really is. It makes sense that it was split into 5 games later.

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4 of 5 people found the following review helpful:
Ongoing review in progress, September 4, 2013*
by WriterBob (Richmond Hill, Ontario)

I'm going to try something a bit different with this review. Many pieces of modern IF are brief and can be completed in less than hour. Zork (the one and only, the original) is much larger, so large that it was broken into three parts to make the Zork Trilogy. (Yes, yes, most people reading this review are intimately familiar with Infocom and it's history, and those who aren't, well the story of one of the most successful early video game companies makes for interesting reading. Please, pardon the digression.)

Where was I?

Oh, right. Zork. It's big; too big for me to play through and write a review in a reasonable amount of time. Besides, I've never completed the game, and I'd like to.

Here's the deal. I plan on writing a brief review of my gaming sessions with Zork. My hope is that I'll be able to provide an in depth look at this, the father of IF. Of course Colossal Cave/Adventure is the grandfather of IF, another early work that I've barely scratched the surface of. But I don't find Colossal Cave nearly as intriguing as Zork. Perhaps it goes to my fascination with Infocom and the story of that company. Perhaps it's because Zork spawned such a large library of games. In any event, my focus is on Zork. Let's dive in...

I'm playing the Inform port of Dungeon - zdungeon.z5. This is based on a relatively early version, "...from the original MDL sources created at MIT, dated 22-JUL-1981," according to Ethan Dicks (U.S. News & Dungeon Report found in-game.) There are many other releases available on this site ported to a variety of different interpreters, the latest that I've come across is a version 3.2b for TADs.

I chose to go with the Inform version for a couple of reasons. First, Inform was inspired by the Infocom ZIL interpreter and designed initially to play the original Infocom games. Second, being an older version, this is probably the closest I can get to the version I played briefly back in the early '80's. Third, this was the only version I found that would work with IFMapper, an intriguing auto-mapping program which attempts to generate a map from a live transcript file generated during game play.

When it comes to mapping, I find it tedious. For some it may add depth to game play experience. For me, it takes me out of the story. Having access to a full map though can lead to spoilers. IFMapper takes the chore of mapping out of my hands while retaining mystery of the adventure.

So I've got Windows Frotz fired up (v. 1.17) with Dungeon loaded, and IFMapper up and running with automap turned on.

Right from the first location, the original Zork is slightly different from Zork I. The original "West of House," description reads:

This is an open field west of a white house, with a boarded front door.

In the commercial release of Zork I, the player is emphasized more:

You are standing in an open field west of a white house, with a boarded front door.

It's a small difference, but not a minor one. With the commercial release, the player is an active part of the environment versus being an external observer. Sure, it may be semantics, but good IF relies on how something is said as much as what is said.

I won't go into the details of where I have gone in this game. As River Song would coyly say, "Spoilers." This is a review, not a walkthrough.

My experience in playing this so far is akin to the feeling I had in reading the early drafts of The Star Wars, the script that laid out the bones of the story that would become The Star Wars Trilogy. This comparison is more than a little apt. Both the first draft of Star Wars and Zork were too large for a single release. Both Star Wars and Zork were split up into trilogies that expanded upon the ideas of the initial versions. Both were incredibly successful for their time.

I'm looking forward to continuing my exploration of the Great Underground Empire. In short, between personal nostalgia and curiosity over how the game unfolds this is one game that I'm eager to keep playing.

* This review was last edited on September 5, 2013
Note: this review is based on older version of the game.
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4 Off-Site Reviews

Baf's Guide


This is the forbear of the Zork trilogy, written at MIT before Infocom was formed. The first game to feature a full-sentence parser, albeit a crude one by today's standards. Very derivative of Adventure, from the maze of twisty little passages to the orange smoke that accompanies ressurrection. Basically, a treasure hunt in a cave. Two mazes (counting the coal mine), a little randomized combat, and a nonsense puzzle or two. Much historical interest, however. Nearly everything in this game can be found in the Zork trilogy, although some crucial details are different. Available in various stages of its development; unlike Adventure, which used a very rigid database, this game was designed to be easy to modify, and got modified a lot.

-- Carl Muckenhoupt

IF-Review
Archaeology
The move away from antagonistic IF is the reason why things like mazes, limited light sources, and starvation puzzles are met with a chorus of jeers these days, but the elimination of these elements doesn't necessarily dictate anything in particular about how literary or puzzleless a game might be. Instead, the change makes the whole experience of IF more about fun than bloody-minded perseverance; playing Dungeon makes it clear how necessary this change was, and how far we've come since those mainframe days.
See the full review

Play This Thing!
Every gamer should play these games--once at least. For historical reasons--but also to understand what has been lost by the focus on improved graphics at the expense of excellent writing.
See the full review

50 Years of Text Games, by Aaron A. Reed
If Adventure had introduced hackers to an intriguing new genre of immersive text game, Zork was what brought it to the public at large. In the early 1980s, as the personal computer revolution reached into more and more homes, a Zork disk was a must-buy for first-time computer owners. By 1982 it had become the industry’s bestselling game.
[...]
[...] The thief, along with the rest of Zork, evolved in a way that few previous text games had: through continuous interaction with an active player base. [...] Much like devs in the 2010s livestreaming game development on Twitch, distant spectators could watch Zork’s creators test and play their game in real-time, as they were making it. It wasn’t long before the spectators figured out how to launch the unfinished game themselves and begin their own expeditions into the Great Underground Empire.
[...]
Zork is more remembered today for its pride of place than its actual gameplay. Scholar Nick Montfort praises its innovations, but calls it “a very early and rough effort” that’s “not a masterwork by today’s standards.” A 21st-century reviewer notes that it “wants nothing more than to see you fail, and it’s not overly concerned with how much fun you might be having.”
[...]
Zork is noteworthy for more than just its commercial success. When the Library of Congress decided in 2007 to start archiving games with cultural significance, it was one of the first ten selected. Influencing the aesthetics of games for a generation, leaving behind tropes like grues and brass lanterns, it would also provide an enduring technical foundation for future text game creators.
See the full review

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Game Details

Language: English (en)
Current Version: Release 13
License: Freeware
Development System: C
Baf's Guide ID: 2
IFIDs:  ZCODE-12-990623-CBCB
ZCODE-0-WT----
ZCODE-0-MOED--
ZCODE-21862----567
ZCODE-13-040826-575A
TUID: 4gxk83ja4twckm6j

Inspired by Colossal Cave Adventure, by William Crowther and Donald Woods

Adaptations:
The Royal Puzzle, by Port by Kenneth Pedersen, original by Bruce Daniels et al.
Zork 285, by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling
Zork I, by Marc Blank and Dave Lebling
Zork II, by Dave Lebling, Marc Blank
Zork III, by Dave Lebling, Marc Blank
Ported to ZIL in Zork 285, by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling
Remade as Zork 285, by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling
Referenced in:
A Bear's Night Out, by David Dyte
Ferret, by [email protected]
Give Me Your Lunch Money, by DCBSupafly
Pick Up the Phone Booth and Aisle, by David Dyte, Steve Bernard, Dan Shiovitz, Iain Merrick, Liza Daly, John Cater, Ola Sverre Bauge, J. Robinson Wheeler, Jon Blask, Dan Schmidt, Stephen Granade, Rob Noyes, and Emily Short
Quotient, The Game, by Gregory R. Simpson
Retool Looter, by Charm Cochran
Yon Astounding Castle! of some sort, by Tiberius Thingamus
Inspired these games:

Zork on IFDB

Recommended Lists

Zork appears in the following Recommended Lists:

Good Games, Poor Parser by tggdan3
Games that you should just grit your teeth and try to complete, despite the poor parser, either because of great story or puzzles.

Rather Old IFDB Games by HoneySpeck
These are games that fit into the category of 'rather old', i.e. they were released before 1990.

Zorkian fantasy games by MathBrush
My best fantasy games list is getting too long, so I decided to branch off a list of all Zorkian fantasy games. These are games that have a vague fantasy setting where anachronisms or inconsistencies are allowed, the game is goofy or...

See all lists mentioning this game

Polls

The following polls include votes for Zork:

What game first got you interested in IF? (1994 or earlier) by dfranke
What game first got you interested in interactive fiction? This may, or may not, be the first IF game you ever played. Respond to this poll only if you first played the game IN 1994 OR PRIOR; otherwise, respond to one of the two other...

Games with great puzzles by Molly
Games that have great puzzle-design. The puzzles need to be logical and internally consistent.

I'm looking for Easter Eggs.. by morganthegirl
I'm somewhat new to IF and was wondering if Easter Eggs are ever hidden in these games as they are in others? If so, which games have them? If there a lot of them, then which ones are the "best"?

See all polls with votes for this game

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