MARKETALK: Reviews
Zork II
Sequels in microcomputing entertainment have, for the most part, escaped the fate of their counterparts in film and literature. Perhaps the relevant question about Zork II, however, is not how it managed to equal and possibly even surpass its predecessor, but how either Zork or Zork II managed to stand alone.
That's because Zork, Zork II, and the expected Zork III are children of the mainframe Zork, a single adventure that's been cleverly cleavered by Infocom into three parts in order to fit on the microcomputer.
Regardless of its past or its predecessor, Zork II is a delight to play. A text adventure, it is of the high quality, logic-loyal wing of that genre, populated only by such gems as the original Adventure, Zork, and Cyborg. Where Cyborg reached â- and retains â- the mountaintop in terms of plot and integration of player with adventure, Zork II joins Zork as the ultimate in text adventuring technique and communication.
The people at Infocom clearly do not like to speak in monosyllables and two-word phrases, and they don't expect you to either. Both Zorks will listen to anything you have to say, and, as long as you obey one or two Zorkal rules of grammar (no complex sentences, no conditionals, for example), they're likely to understand you.
You can tell Zork, "Get the box, the bucket, the pearls and the globe then open the box then examine the box and the bucket. Walk north then tell the robot 'Push the round button then walk south.' Walk south. What is a grue?" You'll end up with all the things you requested, in the same room where you started, having been north to fetch the robot, who will have pushed the proper button. And you'll know what a grue is, for whatever that's worth.
Little things are convenient in Infocom's games. For example, the Apple editing diamond has not been disabled, so if you want to repeat a command or correct one, you simply escape-I J or K to the spot and arrow over what you want to repeat. Saving is easy in any case, but if you're using two drives it's extremely quick and laborless. And you can save eight different games at once; default is always the last one you saved. Disk access is so well done that you'll never notice it.
The plot in Zork . . . isn't. Or at least it's peripheral. A story it's got, but it's mostly a series of loosely connected events. Some relate to each other, but many are there just for the puzzles they afford and the general flavor they add to the adventure. None is out of place, and they're superior puzzles yet all very logical.
Where Zork-the-first was very reminiscent of the original Adventure, Zork II somehow escapes the mold. It is fresh and interesting. Yet the conquerer of Zork will recognize landmarks from time to time. As in Zork, the adventurer can't depend entirely on shank's mare. There's no raft in Zork II; look for a means of travel far more esoteric.
You do not need to have played Zork to play Zork II; but, if you haven't, you're apt to want to pick up the first Zork after the fact.
Zork II, Infocom (55 Wheeler Street, Cambridge, MA 02138; 617-492-1031) . $39.95.
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