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	Title: (Micro-Reviews) Zork
	Author: Deirdre L. Maloy
	Source: Computer Gaming World, v2(1)
	Date: Jan-Feb 1982
	Transcription by Steve Derby
	Note: Low-quality writing
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ZORK is an excellent adventure game. It has
several nice features -- it allows more than two
words in a command, it allows multiple commands
on one input line, and continually shows both
score and turns used. Although it does access the
disk, it is quick -- no waiting five minutes for moves.

Strategy for ZORK is similar to that for any
adventure game. A map is necessary, as well as a
list of where things are. In ZORK, there are more
objects to tote around than in most other adventures,
so planning is necessary. There are also
twenty treasures to find, and the battery-powered
lamp gets dim all too soon. There are two other
sources of light, but they can be lethal.

There are many puzzles to solve: how to put your
treasures away once you find them, how to get
west of the timber room (with light, so you don't
get eaten by a grue), how to open the egg, how to
get the water out of the reservoir (especially
without harming yourself), etc. Fortunately, ZORK
has an exceptionally large vocabulary to accomplish
all this.

If you have trouble finding out where the
dungeon is, the trap-door is under the rug in the
living room of the house. If you have trouble
getting in the house at all, look for a window. Any
further clues would spoil the fun, so I'll keep mum
from here.

ZORK is a program that is worth the money for
anyone even mildly interested in adventure games.
Those that like puzzles will have their fill, I'm
sure. Master adventurers will even take a while on
this one.
