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	Title: Subterranean Adventures in Zork
	Subtitle: Trek through the land of Zork with Barry Miles
	Author: Barry Miles
	Source: Micro Adventurer, #11
	Date: September 1984
	Transcription by Steve Derby
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INFOCOM ADVENTURES are a special breed, and have become a real cult in the
United States. Three of Infocom's games, *Zork I*, *Zork II* and *Zork III* have
generated so much interest that they have been published as game books.

<img class="float-right-narrow" src="/public/img/articles/ma-subterranean-adventures-in-zork/miniature1.jpg" alt="A picture of a Dungeons and Dragons miniature">

In addition, *Zork* addicts may buy a whole host of aids to assist them in their
exploration of the Underground Kingdom. These range from maps onward. (We are
seeing the beginnings of this in the United Kingdom, with Melbourne House
publishing a book on how to win at *The Hobbit)*.

If you are a bit jaded with ordinary run-of-the-mill verbal adventures, then
Infocom is for you. The sophistication of the messages you receive, and the very
advanced way in which you communicate with the programs is what makes them
different.

None of these games make any use of graphics at all. Some addicts of arcade
adventures will find this boring, but those who find it boring to wait while pictures,
however interesting, are drawn, will feel otherwise! It all depends if you prefer
pictures or words, but if you would rather spend your time reading a novel than
watching its television adaptation, then Infocom games could be just your thing.
Commodore clearly believe that price has previously deterred a wide range of
potential customers from buying these games, and they have reduced the prices
drastically.

<img class="float-left" src="/public/img/articles/ma-subterranean-adventures-in-zork/ad1.jpg" alt="A cropped image of a a Zork I magazine ad">

The *Zork Trilogy* is best sampled in sequence. *Zork I* is an intermediate
adventurer's game, *Zork II* caters for the intermediate to advanced player, and *Zork
III* is for the advanced to postgraduate adventurer. As with solving crossword
puzzles, you eventually start to see inside the mind of the adventure author. Consequently,
game-lore picked up at the easier levels of playing can be invaluable at the higher levels.

In *Zork I, The Great Underground Empire,* you soon find yourself in a vast
subterranean labyrinth, always supposing your tour round the house is thorough
enough to discover the window which is ajar. Previously, you are likely to have been
told that all windows are closed! However, these are magic circumstances, and in any
case, events occur, as time passes, don't they?

<figure class="float-right-half">
<img src="/public/img/articles/ma-subterranean-adventures-in-zork/zork-books.jpg" alt="Two Zork children's books">
<figcaption><em>Two of the Zork game books from Puffin</em></figcaption>
</figure>

As usual, you are after treasure to gain points, and are impeded in your progress by
various unfriendly beings. The labyrinth (which you will need to map as you travel)
contains bits of written information, and various vehicles for visiting inaccessible and
inhospitable areas, plus sundry weapons and containers of limited capacity.

It may seem strange to consider the subject of user-friendliness, where games
software is concerned. However, playing an adventure is often a long drawn out affair,
and certainly where Infocom is concerned, a highly thoughtful process. You will therefore
spend a considerable length of time playing the game. As a result, you will
appreciate the steps which have been taken to make life easier for you.

First, you have the advantage of the way in which *Zork* can understand full
sentences. You are able to converse with the program in a higher level language than is
usual in such games, and so "Take all but the lamp" or "Drop all but the candle" will
be understood.

<img class="float-right-narrow" src="/public/img/articles/ma-subterranean-adventures-in-zork/miniature2.jpg" alt="Another picture of a Dungeons and Dragons miniature">

Only the first six letters of any word are paid attention to by the game, and you can
use abbreviations for the sixteen commands available. Additionally, you can choose to
reduce the amount of information given to you, by use of the "Brief" or "Superbrief"
commands. A full description is obtained by typing "L" or LOOK. Alternatively, all
future descriptions become full if you type "verbose".

You can save the game at any point. Canny adventurers will do this when about
to embark on any potentially dangerous enterprise!

You can also obtain a continuous printout of all screen displays. This will
reduce note-taking to a minimum, and, as the game can be solved in a variety of ways,
such a printout can be invaluable.

Interest is maintained by your being able to find out your current score at any time!
All in all a very good adventure for those with experience, but too complex for
beginners.

<img class="float-right-narrow" src="/public/img/articles/ma-subterranean-adventures-in-zork/miniature3.jpg" alt="Yet another picture of a Dungeons and Dragons miniature">

In *Zork II, The Wizard of Frobozz,* the plot thickens. You continue on your merry
way, much as before, collecting treasures, and fighting off opponents. However, you
now have a Wizard to contend with, who has a rather malicious sense of humour. He
casts various spells on you, which impede your progress, and cause you to rely rather
heavily on *Zork's* "WAIT" command. (This command enables you to cause time
to pass, so that you may discover what happens).

Since you suffer more trials and tribulations than in *Zork I,* you may find
the medical report, (called up by the DIAGNOSE command) is invoked more
frequently too!

<img class="float-left" src="/public/img/articles/ma-subterranean-adventures-in-zork/ad2.jpg" alt="A cropped image of a Zork II magazine ad">

If coping with an old Wizard, somewhat absent-minded but nonetheless still
effective spell-wise, is your scene, then
*Zork II* should suit you. You also get to slay a dragon, and operate a large balloon,
although not necessarily both at the same time!

In *Zork III, The Dungeon Master,* you pit your wits against the big cheese himself.
Before computers came on the scene *Dungeons and Dragons* enthusiasts were
at the mercy of the individual who took all the decisions which are nowadays taken by
the computer -- the Dungeon Master. In *Zork III*, you must find out what his
devious purpose is.

If you consider yourself to be a pretty slick adventurer, then you owe it to
yourself to give at least one of these games a whirl. You may not win, but you are
likely to be kept thoroughly amused along the way!

Full marks to Commodore for bringing these games into the realms of the affordable.

<div class="article-sidebar-box">

**Adventures**<br>
*Zork I<br>
&nbsp;&nbsp;The Great Underground Empire<br>
Zork II<br>
&nbsp;&nbsp;The Wizard of Frobozz<br>
Zork III<br>
&nbsp;&nbsp;The Dungeon Master*
<table><tbody>
<tr><td><strong>Micro</strong></td><td><em>Commodore 64</em></td></tr>
<tr><td><strong>Format</strong></td><td><em>Disc</em></td></tr>
<tr><td><strong>Price</strong></td><td><em>£11.99</em></td></tr>
<tr><td><strong>Supplier</strong></td><td><em>Vicsoft, CBM UK Ltd,<br>Weldon North Industrial Estate,<br>Corby, Northants,<br>NN17 1LU</em></td></tr>
</tbody></table>
</div>