| from Practical Computing, April 1982, page 175, column "End of File": | |
| Zork | |
| Magic meets Science Fiction in this game | |
| from "The War Machine" | |
| reviewed by Peter Fitch. | |
| In the field of Adventure games, the Zork project was one of the early | |
| mainframe attempts to create a fantasy world that a player could wander | |
| through and manipulate. Subsequent microcomputer Adevntures owe a great | |
| deal to it. | |
| Unfortunately, Zork itself - which has now been condensed to fit on | |
| to disc-based micro systems - suffers by comparison with more recent | |
| Adventures. They have improved on features originally devised by the | |
| Zork programming team, and they incorporate flashier graphic effects | |
| which make the games more visually appealing although, inevitably, less | |
| complex and rewarding. Only so much can be crammed into a given amount | |
| of memory, and an Adventure programmer never has enough. | |
| Unfair to Trolls | |
| Zork is a 48K game marketed on floppy disc for the Apple II and other | |
| computers. It is a classic machine-code Adventure type game and leans | |
| heavily on the original. I have never had the pleasure of playing | |
| Adventure on a mainframe, so I cannot compare Zork with it. I can only | |
| say that it is the best of the class I have come across. | |
| It is an open-ended Adventure without any built-in time limit, though | |
| there are the normal internal time limitations. It is a game of points | |
| for objects and actions, which is rather a pity. I would have preferred | |
| a more substantial goal. | |
| The game is supplied in a plastic zip-lock bag containing the disc | |
| and a well-printed explanatory booklet. There is an evil Troll-like | |
| entity on the cover which I assume is the one I keep killing near the | |
| beginning of the game. He is being intimidated by a sword-carrying Hero | |
| type. It is a pity that no-one has started a "Save the Trolls" campaign. | |
| At the rate Adventure players go through them, the population must be | |
| dropping very rapidly since the advent of micros. | |
| The disc loaded without problems, giving a standard description/action | |
| screen display. The booklet explains the context and aims for the | |
| uninitiated and the grammar for inputting commands to the puppet in the | |
| Adventure world. As movement occurs in the world, the computer updates | |
| from the disc, but not so often or so much as to upset the flow of the | |
| game. | |
| The puppet is manipulated as one has come to expect in this type of | |
| game. Commands such as "Go west", "W", "tie rope" and "take skull" can | |
| be inputted and obeyed. It is pleasing that the grammar is sophisticated | |
| enough to allow more complex orders to be inputted in what approximates | |
| to English, for example, "Go west and take rope"; "Tie rope to railings | |
| and climb down". | |
| A sequence of orders can be inputted and obeyed although each action | |
| counts as a time unit. Handling is tremendously improved. The vocabulary | |
| is very large too, compared to many other Adventure games, and there is | |
| little searching for the correct word as in some games. Active response | |
| from the puppet is limited. | |
| There is no bartering for equipment at the beginning of the game. This | |
| is unfortunate since this useful part of the game could easily be | |
| chained in. | |
| Sufficiently complex | |
| The surface environment is quite large and well-described and laid | |
| out. It does not seem like rooms, which can sometimes happen in other | |
| games which use the surface. It is bounded by the usual impenetrable | |
| woods and mountains, and contains a river, a dam with power station, a | |
| lake, a falls and other atmospheric touches. This is a complete contrast | |
| to other games where you are forced to crawl around dank tunnels all the | |
| time, without a sight of sunlight. The underground part of the game | |
| which, thanks to the foresight of the programmer, sometimes comes to the | |
| surface, is large enough, complex enough and varied enough for many | |
| hours of pleasure. | |
| Magic plays some part in the game and not always in context, which | |
| could be annoying. Magic should be logical and not arbitrary if it is to | |
| exist. There is a Troll quite near the beginning of the game but little | |
| else in the way of dangerous beings. | |
| The only other mobile danger is that other well-tried character, the | |
| thief. He is quite lethal if attacked, and steals a little too often and | |
| at times illogically. Can you really believe that he could take away | |
| your only light without you noticing or attempting to stop him? He is | |
| also very difficult to kill. | |
| There are no major bugs, though I would suggest that you avoid | |
| inserting elements out of context. They seem to hang around in the | |
| background even when they have disappeared for the purposes of the game. | |
| Conclusions | |
| Zork is an enjoyable Adventure game, though it is not very original | |
| apart from its presentation. | |
| - As a puzzle it is good but it would have been improved by a few new | |
| ideas. | |
| - After playing Zork for three months there were still some areas of the | |
| game which remained unsolved. | |
| - Ratings: | |
| Physical quality Very good | |
| Perceived complexity Very good | |
| Subject complexity Fair | |
| Realism Fair | |
| Play balance Very good | |
| Overall Good | |
| --- | |
| The War Machine is published monthly by Emjay, 17 Langbank Ave, Rise | |
| Park, Nottingham, NG5 5BU. 1.25 pounds an issue, 13 pounds for an annual | |
| subscription, postage and packing included. | |
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