<!--
	Title: (FAMILY COMPUTING: Software for Learning and Leisure) Zork Zero: The Revenge of Megaboz
	Author: Jeff Donahue
	Source: Family Computing, v7(3)
	Date: March 1989
	Transcription by Steve Derby
-->


<p class="tight" style="border-top: 1px solid; border-bottom: 1px solid;">
<em>SYSTEM REQUIREMENTS:</em> 512K Macintosh, 1MB Macintosh II. Available soon for
Apple, Amiga, and IBM.</p>
<p class="tight" style="border-bottom: 1px solid;">
<em>PUBLISHER:</em> Infocom, Inc., 125 CambridgePark Dr.,
Cambridge, MA 02140; (617) 492-6000</p>
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<em>PRICE:</em> $60</p>
<p class="tight" style="border-bottom: 1px solid;">
<em>COPY PROTECTED:</em> No</p>
<p class="tight" style="border-bottom: 1px solid;">
<em>OVERALL PERFORMANCE:</em> ★ ★ ★ ★</p>
<p class="tight" style="border-bottom: 1px solid;">
<em>DOCUMENTATION:</em> ★ ★ ★ ★</p>
<p class="tight" style="border-bottom: 1px solid;">
<em>PLAY SYSTEM:</em> ★ ★ ★ ★</p>
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<em>GRAPHICS QUALITY:</em> ★ ★ ★ ★</p>
<p class="tight" style="border-bottom: 1px solid;">
<em>EASE OF USE:</em> ★ ★ ★ ★</p>
<p></p>

<figure class="float-right">
<img src="/public/img/articles/family-computing-zork-zero-review/zork-zero-screen-shot.jpg" alt="Zork Zero screen shot">
<figcaption>Zork Zero's <em>blend of graphics and prose creates a
text adventure of enchanting complexity.</em></figcaption>
</figure>
With *Zork Zero: The Revenge of Megaboz*,
Infocom manages to do the same thing to the
world of interactive fiction that it did when it
released *Zork I* -- revolutionize it.

Before the release of *Zork I*, text adventures
were primarily slapdash dungeon forays
with the sole objective of treasure acquisition.
Using two-word parser commands,
you would guide a hero through musty caves,
engaging in the frustrating routine of "I
know what I'm supposed to do, but I can't
figure out how to phrase it."

*Zork I* fulfilled the wishes of many dedicated
gamers while setting a new standard for
text adventures. It introduced us not only to
Grues and a worn brass lantern, but to the
full-sentence parser command, mysterious
story lines, and random events.

Now that I have *Zork Zero*, a prequel to
three previous Zork games (but not to *Beyond
Zork*), it's a wonder I was ever content
with *Zork I*. Here we see a true full-sentence
parser with a huge vocabulary (if it can't
recognize a word, then you've probably misspelled
it). *Zork Zero* has a story line that's
not only humorous and compelling, but also
teaches geography. By visiting such exotic
locales as the Granola Mines of Antharia and
the lush Fublio Valley, you will discover the
secret of the small, white house from *Zork I*
and learn just how important Brogmoids are.

And what is a story without characters?
From the mighty Megaboz to that wonderfully
wacky Jester, you will come in contact
with much more than just echoing hallways.
Other features that help move the game along
are the UNDO command (which lets you be
daring and then retract overzealous moves),
on-screen hints (there's always something
you can't solve), and beautifully rendered
automatic mapping (a great time saver).

Finally, there are the puzzles -- oodles and
oodles of them. More, in fact, than all the
puzzles in the game's three predecessors
combined, ranging from the blatantly obvious
to the maddeningly complex. Author
Steve Meretzky outdid himself. There are
riddles, logic problems, and even several
graphic puzzles like Peggleboz, the Tower of
Bozbar, and the dreaded Double Fannucci.

*Zork Zero* will challenge novice and veteran
adventurers alike. This game will engross
you for weeks if not months. *Zork Zero* is
just what you've been waiting for.
