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	Title: MARKETALK Reviews: Zork II
	Author: Margot Tommervik
	Source: Softalk, v2(7)
	Date: Mar 1982
	Transcription by Steve Derby
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Sequels in microcomputing entertainment have, for
the most part, escaped the fate of their counterparts in film
and literature. Perhaps the relevant question about *Zork II*,
however, is not how it managed to equal and possibly even surpass
its predecessor, but how either *Zork* or *Zork II* managed
to stand alone.

That's because *Zork*, *Zork II*, and the expected *Zork III* are
children of the mainframe *Zork*, a single adventure that's been
cleverly cleavered by Infocom into three parts in order to fit on
the microcomputer.

Regardless of its past or its predecessor, *Zork II* is a delight
to play. A text adventure, it is of the high quality, logic-loyal
wing of that genre, populated only by such gems as the
original *Adventure*, *Zork*, and *Cyborg*. Where *Cyborg*
reached —- and retains —- the mountaintop in terms of plot and integration
of player with adventure, *Zork II* joins *Zork* as the ultimate
in text adventuring technique and communication.

The people at Infocom clearly do not like to speak in monosyllables
and two-word phrases, and they don't expect you to
either. Both *Zorks* will listen to anything you have to say, and,
as long as you obey one or two Zorkal rules of grammar (no
complex sentences, no conditionals, for example), they're likely
to understand you.

You can tell *Zork*, "Get the box, the bucket, the pearls and
the globe then open the box then examine the box and the
bucket. Walk north then tell the robot 'Push the round button
then walk south.' Walk south. What is a grue?" You'll end up
with all the things you requested, in the same room where you
started, having been north to fetch the robot, who will have
pushed the proper button. And you'll know what a grue is, for
whatever that's worth.

Little things are convenient in Infocom's games. For example,
the Apple editing diamond has not been disabled, so if
you want to repeat a command or correct one, you simply
escape-I J or K to the spot and arrow over what you want to repeat.
Saving is easy in any case, but if you're using two drives
it's extremely quick and laborless. And you can save eight different
games at once; default is always the last one you saved.
Disk access is so well done that you'll never notice it.

The plot in *Zork* . . . isn't. Or at least it's peripheral. A story
it's got, but it's mostly a series of loosely connected events.
Some relate to each other, but many are there just for the puzzles
they afford and the general flavor they add to the adventure.
None is out of place, and they're superior puzzles yet all
very logical.

Where *Zork*-the-first was very reminiscent of the original
*Adventure*, *Zork II* somehow escapes the mold. It is fresh and
interesting. Yet the conquerer of *Zork* will recognize landmarks
from time to time. As in *Zork*, the adventurer can't depend
entirely on shank's mare. There's no raft in *Zork II*; look
for a means of travel far more esoteric.

You do not need to have played *Zork* to play *Zork II*; but, if
you haven't, you're apt to want to pick up the first Zork after
the fact.

*Zork II*, Infocom (55 Wheeler Street, Cambridge, MA 02138;
617-492-1031) . $39.95.
