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	Title: (Computers at Play: Adventure) Zork I, II, and III
	Author: Roe R. Adams III
	Source: Games Magazine, v7(12)
	Date: December 1983
	Transcription by Steve Derby
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The Zork trilogy, which chronicles happenings in a vast realm known as
the Underground Empire, is the most famous of the all-text adventure
games. Fantastic creatures, magic spells, and diabolical traps abound
at every turn, and each room or area is described in long paragraphs
of rich detail, helping the player visualize the setting.

In the first saga, titled The Great Underground Empire, the player
begins outside a strange house that holds the hidden portal to the
underground. Once below, the adventurer will rarely see daylight again
until he finishes Zork III. Inside the house may be found a lamp and
an ancient elfin sword. Whenever the computer tells you the sword is
emitting a blue light, watch out: Dangerous creatures are around.

The intermediate-level Zork II: The Wizard of Frozzbozz goes ever
deeper into the underground realm, and the adventurer must now deal
with dragons, unicorns, and a carousel of spinning death. Randomly
appearing throughout the dungeon is the Wizard of Frozzbozz himself,
who casts spells that all begin with the letter F (freeze, float,
fluoresce, etc.). In the third game. The Dungeon Master, which is
geared for the expert level, the player is faced with very complicated
riddles to solve and finally must duel the dungeon master of the title.

Though interconnected, each part of the trilogy is solvable separately.
Zork I, the simplest, is a great game for first-time adventurers. The
second and third installments become progressively more difficult.

Created by Marc Blank and Dave Lebling, the Zork trilogy has set a
national standard for excellence in puzzle design. It will delight
the game player with many months of adventures.

**Zork I, II, and III**, Infocom, Cambridge, MA; on disk for Apple
II/II + /IIe, Atari 800/1200, Commodore 64, CP/M, DEC Rainbow, IBM
PC, TI Professional, TRS-80 Model III, $40-$50 each.