The Library

Score: 5 Turns: 1

Family Computing, v7(3)
Read Time ~2 minute read
Mar 1989

FAMILY COMPUTING: Software for Learning and Leisure

Zork Zero: The Revenge of Megaboz

SYSTEM REQUIREMENTS: 512K Macintosh, 1MB Macintosh II. Available soon for Apple, Amiga, and IBM.

PUBLISHER: Infocom, Inc., 125 CambridgePark Dr., Cambridge, MA 02140; (617) 492-6000

PRICE: $60

COPY PROTECTED: No

OVERALL PERFORMANCE: ★ ★ ★ ★

DOCUMENTATION: ★ ★ ★ ★

PLAY SYSTEM: ★ ★ ★ ★

GRAPHICS QUALITY: ★ ★ ★ ★

EASE OF USE: ★ ★ ★ ★

Zork Zero screen shot
Zork Zero's blend of graphics and prose creates a text adventure of enchanting complexity.
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.


Family Computing, Mar 1989 cover

This article appeared in
Family Computing
Mar 1989


These historical, out-of-print articles and literary works have been GNUSTOed onto InvisiClues.org for academic and research purposes.

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