Zork: The Great Underground Empire
Description official descriptions
Zork: The Great Underground Empire is a classic text adventure game. The player begins as an "adventurer" standing near a white house in a nice forest, but soon descends into the Great Underground Empire, where most of the game takes place. The player's quest is to collect the Nineteen Treasures of Zork.
As was typical for adventure games of its era, Zork does not use graphics. Instead, it communicates with the player via text, and the player interacts with the game by typing commands, such as "examine mailbox" or "take torch". For movement, the player types in geographical directions (such as "north" or "east" - or just "n" and "e"), and can check what items are being carried with the "inventory" command (or just "i").
The game was adapted from a larger mainframe version from the late 1970s, and is one of the first examples of its genre.
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Credits (TRS-80 version)
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Reviews
Critics
Average score: 84% (based on 17 ratings)
Players
Average score: 3.5 out of 5 (based on 174 ratings with 11 reviews)
Great game, my favourite text-only, text adventure
The Good
The language of this text adventure is excellent and it really gets the imagination going. It's of course greatly influenced by the Colossal Cave game from the '70s made by Will Crowther, a cave explorer(spelunker). Zork 1 has detailed geographical descriptions of the caves, forests, mountains and other places you explore, which gives the game a slightly educational feel. Much like Colossal Cave, within all the realism is fantasy and mythology, and the game also has a strong sense of humour. One other notable thing is the intelligence of the parser, which will understand quite a bit of input, sadly a lot more than many other text adventure games.
The Bad
While I think the problem solving is more reasonable than in the next two Zork games, the problems are still a bit strange and it could take some people years to figure out how to complete the game. Some of the solutions were satisfying to discover, while others I thought were silly and hurt the game.
The Bottom Line
Well I suppose it's a big ask to expect people to play text adventures today, but if anyone ever wanted to take the challenge of playing a game with no graphics, this, along with Planet Fall, I'd recommend. It'd be very satisfying to see a young gamer somehow get past the natural dismissiveness and see the good in the game.
DOS · by Andrew Fisher (697) · 2017
The Good
A very creative game that sucks you into its adventure without the need for any graphics. Collect treasures from the dungeon beneath the white house in the woods while dealing with the traps, denizens & puzzles of the Great Underground Empire. Beware the thief who will steal from you as well. Wasted many hours to this game at a friends house trying to suss out how to navigate the maze of twisty little passages, all alike or how to open the large egg encrusted with precious jewels. This game will make you think not just about what to do next but how & in what order it should be done.
The Bad
No graphics will be too retro for many & some of the puzzles are near impossible without a walkthrough.
The Bottom Line
The first interactive fiction game from Infocom. Completing this adventure back in the '80s was a feat of legend. Don't be eaten by a grue!
DOS · by Grumpy Quebecker (975) · 2023
It is pitch black. You are likely to be eaten by a grue.
The Good
Zork is one of the first in its genre. And it is quite enjoyable, even to this day. It has witty humour, interesting puzzles and a strange yet interesting setting to explore.
The Bad
Zork's main shortcoming is how some of the actions you perform can lead the game into a dead end. Don't leave any candles burning, for example. You might need them later and they actually do get shorter over time. Also use your batteries sparsely because they might be useful later on. Things like these can make the game rather frustrating, because you get no warning of their importance and when you lose them the game just continues. So if you save your game, there's no turning back anymore and you have to start over.
Some of the solutions for puzzles are also rather obscure, but I won't spoil anything here.
Though the game has plenty of back-story and setting, there is no real story that drives the player. No real motive, except for gathering treasure that result in a numerical score.
The Bottom Line
Zork is worth playing. There's quite some funny bits, and interesting puzzles. If not just for its historical relevance as one of the first text adventures to reach commercial success.
DOS · by vedder (71279) · 2008
Discussion
Subject | By | Date |
---|---|---|
Be honest about Zork | Brian Shapiro | Apr 3, 2023 |
You are likely to be eaten ... | DJP Mom (11333) | Sep 16, 2007 |
Trivia
1001 Video Games
Zork I appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott
Covermount release
In the December 2001 Issue of PC Gamer, the original Zork trilogy was shipped on the CD included with the magazine.
Development
Zork was born on the mainframes of MIT in 1977, and saw its first commercial release on the TRS-80, under the Personal Software (releasers of VisiCalc) label in 1979. The title was a nonsense word used by the creators to label works in progress. Infocom was founded by these creators, Marc Blank, Dave Lebling, Tim Anderson and Bruce Daniels, to create Zork II.
Freeware release
As part of the release of Zork: Nemesis, Activision released Zork I as freeware on their website. (As of 2001, the links to download the game at activision.com are dead, but the game is available at numerous fan sites.)
Game Boy port
One bedroom programmer actually ported the game to the Game Boy of all things, using the basic code of the Sinclair Spectrum version, as both systems were powered the Z80 processor. Inputting words involved cycling the cursor through one letter at a time, similarly to inputting initial for high scores on a joystick. Surely the ultimate case of "right game, wrong format".
German version
Infocom started to translate this game into German, but found it rather difficult to re-program the parser. Therefore, only a German beta version exists.
Hello, Sailor
The well-recognized Infocom phrase "Hello, Sailor!" got its start here. Type it in, and you'll get the response "Nothing happens here." Type it in almost any room in any Infocom game, and you'll get the same response. This may be one of the oldest Infocom red herrings around.
Leaves
You can find out how many leaves are in the pile of leaves covering the grate in the clearing by typing "count leaves". Strangely enough, it only takes 1 turn to count all the leaves. The actual number of leaves in the pile is 69,105. It's an hex/octal inside joke for programmers.
References
- There is a location in the game called "Aragain Falls." Spell ARAGAIN backwards, and you'll see something more familiar.
- Typing in "xyzzy" and "plugh" (magic words from an earlier text adventure game), the game comes back with: "A hollow voice says 'Fool.' "
References to the game
- This paragon of text adventuring has been thoroughly parodied in the anonymous 1988 game Pork 1: The Great Underground Sewer System.
- The currency in Zork, the zorkmid, is also used in NetHack.
Release
The first commercial release of Zork I (for the TRS-80, distributed by Personal Software) was simply called Zork. The game disk was packaged in a plastic bag with a large manual showing an adventurer outfitted in barbarian guard attacking the troll, with the white house in the background. Such early versions are quite difficult to come by and are highly prized by collectors.
Statistics
(From The New Zork Times Vol.3 No.2 Spring 1984)
Some statistics about Zork:
- Number of rooms: 110
- Number of different ways to die: 28
- Number of words in vocabulary: 698
- Number of takeable objects: 59 (The raft is actually three different takeable objects: inflated, uninflated, and punctured)
Zork User's Group
The demand for Zork maps, tips and, eventually, memorabilia for game enthusiasts and veterans, led Mike Dornbrook (Infocom's first product tester, hired to debug Zork -- later better known for leading Harmonix) to establish a service that provided (in the beginning, personalised, type-written) hints and maps to would-be adventurers of the Great Underground Empire.
In September 1981, the organization was formalised as the Zork User's Group (run out of his parents' Milwaukee basement), and their product line expanded to include buttons, bumper stickers, posters, t-shirts and a Zorkian newsletter... as well as their most permanent contribution to the Infocom legacy, InvisiClues hintbooks. In July 1983 -- by which time their mailing list had grown from 700 to over 14,000 -- it was folded back into Infocom, Dornbrook hired on again by Infocom, this time as Product Manager in the Department of Consumer Marketing.
Awards
- Computer Gaming World
- November 1992 (Issue #100) – Introduced into the Hall of Fame
- November 1996 (15th anniversary issue) - #13 on the “150 Best Games of All Time” list
- March 2001 (200th anniversary issue) - #9 Best Game of All Time (Readers' Vote)
- Game Informer
- August 2001 (Issue #100) - #70 in the "Top 100 Games of All Time" poll
- October 2004 (Issue #138) - one of the "Top 25 Most Influential Games of All Time".
- GameSpy
- 2001 – #39 Top Game of All Time
Information also contributed by Adam Baratz, Belboz, Big John WV, Chris Martin, Chris Mikesell, Droog, Martin Smith, Mirrorshades2k, Mo, Nélio; [PCGamer77](http://www.mobygames.com/user/sheet/userSheetId,1717/), [Pseudo_Intellectual](http://www.mobygames.com/user/sheet/userSheetId,49363/), [Ye Olde Infocomme Shoppe](http://www.mobygames.com/user/sheet/userSheetId,631/) and [FatherJack](http://www.mobygames.com/user/sheet/userSheetId,244870/)
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Related Sites +
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How to Fit a Large Program in a Small Machine
(or How to fit the Great Underground Empire on your Desk-top) A technical paper on restructuring Zork, a program written in MDL to run on a PDP-10 mainframe, to run on a microcomputer under ZIL through the Z-machine, by Blank, M. S. & Galley, S. W. first published on pages 80-87 of the July 1980 issue of Creative Computing. -
Somethingpositive in the Great Underground Empire
In 2003, the author of the web comic Somethingpositive briefly put his protagonist through some locations of Zork I. -
The Commodore Zone
All about the game, with introduction, images, related links and comments area. -
The Dot Eaters - Videogame History 101
The history of Infocom section of The Dot Eaters. -
The Great Page of Zork
Links for Zork 1, a walkthrough ... even download the game itself. -
The Great Underground Empire
A fansite for the original Zork, specifically aimed at Italian fans of the game. Has some downloads, a Zork encyclopaedia, and detailed description of each game. A few broken links, but nothing major. -
The Infocom Gallery
High-quality scans of the grey box package and manual of Zork. -
Unofficial Infocom Homepage
At this site you can find information on ALL of Infocom's interactive games, Infocom related articles, sample transcripts, InvisiClue hints, walkthroughs, maps and information on buying Infocom games today. -
Zork's wikipedia page
Here you can find all sorts of info about the Zork universe. -
Zork: The Great Underground Empire's wikipedia page
Here you can find all sorts of info about the game. -
Zork: the Great Underground Empire at iFiction
Play Zork I through your web browser!
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Contributors to this Entry
Game added by Brian Hirt.
Commodore 128 added by Trypticon. TRS-80 CoCo added by Slik. PC-98 added by Riemann80. Apple II added by Droog. TRS-80, Atari 8-bit, CP/M added by Kabushi. Browser, Mainframe added by Pseudo_Intellectual. Amiga, Commodore 16, Plus/4, Macintosh added by Terok Nor. Amstrad PCW, Tatung Einstein added by Игги Друге. Amstrad CPC added by LepricahnsGold. PC-8000 added by vedder. Atari ST, Commodore 64 added by Belboz.
Additional contributors: Dietmar Uschkoreit, Ummagumma, Tony Van, Jeanne, Pseudo_Intellectual, Maw, Nélio, Lampbane, mo , formercontrib, c64fan, Patrick Bregger, FatherJack, Joe Pranevich.
Game added March 1, 1999. Last modified July 9, 2024.