You've probably seen it elsewhere, but Microsoft open-sourced the code
to the original Zork games.*
Not that it really means that much; the code had been released by (one
of) its original authors several years ago on github, and pretty much everything about the Z-machine interpreter had long ago been figured
out; Microsoft's actions are just making everything a bit more legal.
But even then, it's just the CODE and not the content that's open
source.
That's not to say the move is entirely unwelcome. Microsoft acquired
the IP with its purchase of Activision, who had been sitting on it, Smaug-like, since the late 90s and refusing to do anything with the
property. So it's nice that we get at least THIS much. But we won't be
seeing any new Zork games any time soon.
And it's just the Zork games (that is, Zork, ZORK II, and Zork III)
that are open-sourced; the rest of the Infocom catalog is still
legally encumbered. Not that makes the games any harder to get, if
anyone really wants them.
*
But that's not really what I wanted to talk about. Rather, I figured
the news was excuse enough for me to dive into reminiscence about
"Zork" once more time.
*
"Zork" was one of the first computer games I ever played. I'd fiddled
about with arcade games before that, and even played some games on
early consoles, but when it came to games on an actual computer,
"Zork" was one of the earliest (I think an Apple-themed Pac-Man clone
and "Hitchhikers Guide to the Galaxy" predated it in my 'what have you
been playing' list, but "Zork" was still pretty early in my gaming
career.
So obviously I have fond memories of the game. Not so much for the
gameplay --some of the puzzles were rather nonsensical-- but for the
magical feeling of exploration it offered. Locations like the "Troll
Room", the "Round Room", the "Twisty Maze of Passages All Alike" and
--of course-- "Flood Control Dam #3" all remain engrained in my
memory. To some degree, all games I play to this day are still
competing against how excited I was to explore the Great Underground
Empire.
"Zork" (and the other Infocom titles) also made me learn to type and
figure out how computers worked. I might not have had the career I had without those games. More, the Infocom games were directly responsible
for getting me involved in tabletop role-playing; my earliest
roleplaying adventures (before we even knew what that was!) was
leading my friends through maps that had the appearance and structure
of Infocom's 'Invisiclues' maps.
These days, I don't really have the patience for the old Infocom
classics. In part, it's the text-only interface; I've been spoiled by
modern visuals and, anyway, I really dislike reading stuff off of a
computer screen (especially in a game). The pacing and logic of the
puzzles of those old games don't engage me anymore, either. I've tried
going back and re-playing all the old Infocom games --some I've even
managed to finish again!-- but it's always a struggle to keep at it. I
just don't find the experience all that enjoyable anymore.
But I'll never forget the feeling of mystery and grandeur as I took my
first steps into the Great Underground Empire, and I'm grateful for
the time I spent with these classics back in the day. I don't know if
I'd ever recommend these games to a modern gamer --I honestly don't
think they hold up, what with their limited parsers, slow pacing and
often obtuse logic puzzles... not to mention the total lack of modern production values-- but for their time they really were incredible
games.
So I'm glad Microsoft open-sourced the game, if for no other reason
than made me think about these classics again.
* and if you haven't heard, here's the official announcement https://opensource.microsoft.com/blog/2025/11/20/preserving-code-that-shaped-generations-zork-i-ii-and-iii-go-open-source--
I could never get into these text based adventure games.
I could never get into these text based adventure games.
On Sun, 23 Nov 2025 01:25:53 -0000 (UTC), ant@zimage.comANT (Ant)
wrote:
I could never get into these text based adventure games.
I did. I played a lot of them back in the day. I loved them so much.
Zork was not my first one though. I think the first one I played was >Wishbringer. It came with a glowing purple rock that I still have
today. It is the only 'feelie' I did not lose over the years.
That's not to say the move is entirely unwelcome. Microsoft acquired
the IP with its purchase of Activision, who had been sitting on it,
Smaug-like, since the late 90s and refusing to do anything with the
property. So it's nice that we get at least THIS much. But we won't be
seeing any new Zork games any time soon.
On Sun, 23 Nov 2025 01:25:53 -0000 (UTC), ant@zimage.comANT (Ant)
wrote:
I could never get into these text based adventure games.
I did. I played a lot of them back in the day. I loved them so much.
Zork was not my first one though. I think the first one I played was >Wishbringer. It came with a glowing purple rock that I still have
today. It is the only 'feelie' I did not lose over the years.
I gave up text adventures for graphical adventure games from
LucasArts (Lucasfilm Games back then), and then eventually Sierra on
my first PC. I can still go back and play text adventure games now,
but like Spalls, they can not hold my attention anymore the way they
once did.
On Sun, 23 Nov 2025 10:01:59 -0500, Mike S. <Mike_S@nowhere.com>
wrote:
On Sun, 23 Nov 2025 01:25:53 -0000 (UTC), ant@zimage.comANT (Ant)
wrote:
I could never get into these text based adventure games.
I did. I played a lot of them back in the day. I loved them so much.
Zork was not my first one though. I think the first one I played was >>Wishbringer. It came with a glowing purple rock that I still have
today. It is the only 'feelie' I did not lose over the years.
Oh gosh, the feelies! I'd forgotten about those. They added a whole
other part to the experience.
Infocom's text-adventure were famous for its feelies. The box and
manual were laviously illustrated (the whole thing was made to look
like a book, in keeping with the text-based theme of the experience,
as the manual was built into the box). There were often multiple
feelies that came with each game. "Hitchhiker's Guide to the Galaxy",
for instance, came with:
* a pin-on button that said "Don't Panic"
* "Peril-Sensitive" sunglasses (made of black-cardboard)
* a "microscopic space fleet" (enclosed in a small plastic
baggie. The space-fleet, being microscopic, is too small
to see. Don't open the bag or it will fly away! ;-)
* Some pocket-fluff (a bit of cotton-fluff in another baggie)
* an 'order of destruction' form for Arthur Dent's house
* a similar-looking form in alien-text, for Earth
Nowadays, feelies are mostly associated with "deluxe editions", and
usually cost extra. But with Infocom, they were just added bonuses to
the main package.
I'm not afraid to say that --as much as I loved the games at the
time-- I probably thought the feelies the best part of experience.
Especially for a game that was so entirely reliant on your imagination
to create the world around you, having something physical to focus on
really helped.
I bought both volumes of The Lost Treasures of Infocom. They republished >everything when it was viable to do so.
Of all the Infocom text adventure games, I think "Enchanter" was
probably my favorite overall; "Zork" comes in a close second.
"Bureaucracy" and "Suspended" get a nod too. But these days, if I
_had_ to play an Infocom game, it would probably be one of their more >'modern' games that escaped the text-only interface: "Battletech: A
Crescent Hawk's Inception", or "Journey", most likely.
Zork Zero is a fun way to get back into the Zork series, IMO. Make sure
you run it in dithered EGA. The VGA/MCGA graphics were not a strong look.
While I liked the concept of A Mind Forever Voyaging, I was never able to
get into it. However, it gets honorable mention for really flexing the >capabilities of IF as speculative fiction. It also had a Suspended-like >mechanic to it, where you interfaced with databases and systems.
On Mon, 24 Nov 2025 13:38:12 -0600, Zaghadka <zaghadka@hotmail.com>
wrote:
Zork Zero is a fun way to get back into the Zork series, IMO. Make sure
you run it in dithered EGA. The VGA/MCGA graphics were not a strong look.
I don't have as fond memories of Zork Zero, probably because I was
starting to become seriously burnt out on the genre when I first
played it. And by that time, other games had rapidly caught up to the >possibilities interactive text adventure offered, while "Zork Zero's" >much-touted graphics didn't compare.
The end-result was that playing "Zork Zero" left me with a sour taste
that even after all these years I still haven't overcome.
While I liked the concept of A Mind Forever Voyaging, I was never able to >>get into it. However, it gets honorable mention for really flexing the >>capabilities of IF as speculative fiction. It also had a Suspended-like >>mechanic to it, where you interfaced with databases and systems.
Speaking of 'interfacing with databases and systems' as a game
mechanic, the contemporary game "Portal" (no, not that one; this one
was released in 1986!) was always a favorite of mine, even if it was
more akin to an early 'walking sim' than a proper game. Except you
were walking through various databases and reading found articles that >--pieced together-- told you what had happened in your absence.
On Tue, 25 Nov 2025 10:48:21 -0500, in comp.sys.ibm.pc.games.action,
Spalls Hurgenson wrote:
On Mon, 24 Nov 2025 13:38:12 -0600, Zaghadka <zaghadka@hotmail.com>
wrote:
Zork Zero is a fun way to get back into the Zork series, IMO. Make sure >>>you run it in dithered EGA. The VGA/MCGA graphics were not a strong look.
I don't have as fond memories of Zork Zero, probably because I was
starting to become seriously burnt out on the genre when I first
played it. And by that time, other games had rapidly caught up to the >>possibilities interactive text adventure offered, while "Zork Zero's" >>much-touted graphics didn't compare.
The end-result was that playing "Zork Zero" left me with a sour taste
that even after all these years I still haven't overcome.
These are very terse replies for you. What have you done with Spalls, and
how much is the ransom to get him out of captivity?
Yeah, sorry about Zork Zero. It has its flaws, but it was a charming
sprawl of a game should you change your mind.
So obviously I have fond memories of the game. Not so much for the
gameplay --some of the puzzles were rather nonsensical-- but for the
magical feeling of exploration it offered. Locations like the "Troll
Room", the "Round Room", the "Twisty Maze of Passages All Alike" and
--of course-- "Flood Control Dam #3" all remain engrained in my
memory. To some degree, all games I play to this day are still
competing against how excited I was to explore the Great Underground
Empire.
(was that long enough for you? ;-)
On Sun, 23 Nov 2025 01:25:53 -0000 (UTC), ant@zimage.comANT (Ant)
wrote:
I could never get into these text based adventure games.
I did. I played a lot of them back in the day. I loved them so much.
Zork was not my first one though. I think the first one I played was Wishbringer. It came with a glowing purple rock that I still have
today. It is the only 'feelie' I did not lose over the years.
Before it was stuff like the Scott Adams text adventure games that were
on carts for the VIC-20. Verb noun parser so pretty simple. Also The
Hobbit on ZX Spectrum, I remember it had graphics which it slowly *drew* >everytime you went to a different room. RAM limitations back then.
I never got much anywhere with any of the text only games. I remember I >managed something called Gruds in Space, and also Tass Times in Tonetown >which were text adventures with graphics. These had puzzles that weren't >completely ridiculous of the "try everything with everything everywhere" >kind. Or maybe they were just easy.
Mike S. <Mike_S@nowhere.com> writes:
On Sun, 23 Nov 2025 01:25:53 -0000 (UTC), ant@zimage.comANT (Ant)
wrote:
I could never get into these text based adventure games.
I did. I played a lot of them back in the day. I loved them so much.
Zork was not my first one though. I think the first one I played was
Wishbringer. It came with a glowing purple rock that I still have
today. It is the only 'feelie' I did not lose over the years.
I remember a lot of simple text adventures before Zork, which I first
saw when a friend of mine got a C64. Was it Zork where you early find a
house and mailbox with an ad for Zork? Or maybe some other Infocom
games? I think that's about as far as we got.
Before it was stuff like the Scott Adams text adventure games that were
on carts for the VIC-20. Verb noun parser so pretty simple. Also The
Hobbit on ZX Spectrum, I remember it had graphics which it slowly *drew* >everytime you went to a different room. RAM limitations back then.
I never got much anywhere with any of the text only games. I remember I >managed something called Gruds in Space, and also Tass Times in Tonetown >which were text adventures with graphics. These had puzzles that weren't >completely ridiculous of the "try everything with everything everywhere" >kind. Or maybe they were just easy.
I played a little Zork and Hitchhiker's Guide on friends computers, but >didn't like them either. I remember the Babbel Fish was a ridiculous
puzzle where you'd get a little further, then have to figure out some
way past what then went wrong. Never got past that either. I remember >looking it up years later once the internet was a thing and all the
steps were ridiculous, and I'm not sure how anyone figured that out.
I played a little Zork and Hitchhiker's Guide on friends computers,
but didn't like them either. I remember the Babbel Fish was a
ridiculous puzzle where you'd get a little further, then have to
figure out some way past what then went wrong. Never got past that
either. I remember looking it up years later once the internet was a
thing and all the steps were ridiculous, and I'm not sure how anyone
figured that out.
Justisaur <justisaur@yahoo.com> writes:
I played a little Zork and Hitchhiker's Guide on friends computers,
but didn't like them either. I remember the Babbel Fish was a
ridiculous puzzle where you'd get a little further, then have to
figure out some way past what then went wrong. Never got past that
either. I remember looking it up years later once the internet was a
thing and all the steps were ridiculous, and I'm not sure how anyone
figured that out.
I remember I thought that too and dug up the book for help but of course
it didn't help. OTOH, my rather mathematically gifted friend claimed it
was entirely logical and he solved it with his also rather
mathematically gifted friend. So maybe it just takes a little more brain >power than commonly available. Or maybe they just brute forced it.
(36 hints left) > This puzzle has more clues than a Hitchhiker's Guide Mark IV has options.--
(35 hints left) > Have you tried pressing the dispenser button?
(34 hints left) > You need to block the small hole.
(33 hints left) > Let's hope you aren't stuck here, because it only gets harder.
(32 hints left) > It has something to do with the hook above the hole.
(31 hints left) > You need to hang something on the hook.
(30 hints left) > Examine the gown.
(29 hints left) > Notice the loop? Hang the gown on the hook, then press the button again.
(28 hints left) > Well, you've made a little progress. Don't give up now.
(27 hints left) > You'll have to block the drain.
(26 hints left) > There's only one thing large enough to completely cover the drain.
(25 hints left) > Cover the drain with the towel, then push the button again. >(24 hints left) > Oh, well. Forging ahead, you'll have to block the tiny robot panel.
(23 hints left) > Standing or lying in front of the panel won't work.
(22 hints left) > You'll have to put some object in front of the panel.
(21 hints left) > If it isn't bulky enough, the cleaning robot dashes around it.
(20 hints left) > Examine all the objects around.
(19 hints left) > The satchel is bulky. Put it in front of the panel, then push the button again.
(18 hints left) > At this point, brave men have been known to break down and cry.
(17 hints left) > Read, very carefully, the paragraph when Ford goes to sleep. >(16 hints left) > Note that when you placed the satchel in front of the panel the response was "The satchel is now lying on its side in front of the panel."
(15 hints left) > The point of the two previous items is that you can put an object on top of the satchel.
(14 hints left) > Put something on the satchel, then push the dispenser button again.
(13 hints left) > Notice that the upper-half-of-the-room cleaning robot just manages to catch the second item.
(12 hints left) > Perhaps if there were several items on the satchel, they would all fly the air and confuse the flying robot.
(11 hints left) > Unfortunately, there's only room for one object on the satchel.
(10 hints left) > Do you have an object, or have you seen an object, that when flung into the air might act as many items?
(9 hints left) > Remember that when the upper-half-of-the-room cleaning robot grabbed the babel fish, before you put an object on the satchel, the text said that the fish was "the only flying junk" that the robot found.
(8 hints left) > Put the pile of junk mail on the satchel, then press the dispenser button again.
(7 hints left) > Voila!
(6 hints left) > *This space intentionally left blank.*
(5 hints left) > Incidentally, did you know that this is the longest question ever to appear in an InvisiClues hint booklet?
(4 hints left) > You see, the Kwimbucki of Zug Seven are avid interactive fiction fans, but they have one rather eccentric peculiarity.
(3 hints left) > They will not buy any work of interactive fiction unless its hint booklet has at least one question with over 35 items.
(2 hints left) > This is the 35th hint.
(1 hint left) > JJ. Our marketing department will be happy to know that Zug Seven sales have just skyrocketed.
[No more hints]
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