Ludography
Zork Zero cover

1988 · Infocom · Adventure · Text adventure

Zork Zero

You're on the threshold of a whole new experience, for ahead of you is the extraordinary anthology of the Great Underground Empire. Once you step through the door to Zork, you leave the world of arcade games and trite fantasies behind and enter the dimension of your imagination. Every plot, every puzzle, every personality has been honed and perfected to make your experience uniquely realistic and involving. The Zork saga is text adventuring at its finest.

Released
19 October 1988
Platforms
AmigaApple IIMS-DOSWindowsmacOS
Genres
AdventureText adventure
Developers
Infocom
Publishers
Infocom
Modes
Single-player
Perspective
Text
Themes
Fantasy
Engine
Z-machine
Country
United States
Languages
English

About

Zork Zero: The Revenge of Megaboz is an interactive fiction video game, written by Steve Meretzky over nearly 18 months and published by Infocom in 1988. Although it is the ninth and last Zork game released by Infocom before the company's closure, Zork Zero takes place before the previous eight games (Zork I, Zork II, Zork III, Enchanter, Sorcerer, Wishbringer, Spellbreaker and Beyond Zork). Unlike its predecessors, Zork Zero is a vast game, featuring a graphical interface with scene-based colors and borders, an interactive map, menus, an in-game hints system, an interactive Encyclopedia Frobozzica, and playable graphical mini-games. The graphics were created by computer artist James Shook. It is Infocom's thirty-second game.

Previous games by Infocom used a parser evolved from the one in Zork I, but for Zork Zero, they designed a new LALR parser from scratch. Zork Zero's parser has some innovative features. If it notices if a player is having trouble with it, it offers helpful suggestions, such as sample commands.

Keywords

  • interactive fiction
  • text adventure

Media

Zork Zero screenshot 1

The articlegameplay, story, development, reception

Story

Lord Dimwit Flathead the Excessive certainly earned his nickname. Never one to do things on a small scale, when Dimwit decided in 789 GUE to have a statue erected in his honor, it had to be the largest statue ever. This angered a local resident of Fublio Valley (where the statue was built), Megaboz the Magnificent, who cast a deadly curse over Dimwit, the royal family, and the entire Empire before disappearing. The king's conjurers employed their most powerful magic in an effort to counteract the curse, but they were unable to save Dimwit and his eleven siblings; they only managed to delay the kingdom's destruction temporarily.

The game begins with a brief prelude in which the player is a humble servant in Lord Dimwit's scullery. Present when Megaboz appears and casts his fateful curse, the player manages to grab a small piece of parchment left behind in the chaos.

Reception

Dave Arneson gave Zork Zero a favorable review in Computer Gaming World, calling it the best of the series to date. He praised the in-game map and help system, and later described the game as superior to Infocom's James Clavell's Shōgun.

James V. Trunzo reviewed Zork Zero in White Wolf #17 (1989) and stated that "Zork Zero, even though graphically quite pleasing, remains at heart an interactive story in which you make the choices and determine the course of action."

Releases by platformdates and regions as published

PlatformReleasedRegions
macOS19 October 1988North America
Amiga23 March 1989North America
Apple II1 June 1989North America
MS-DOS14 July 1989North America

Editions and related releases

Included in
The Lost Treasures of InfocomZork Classics: Interactive FictionThe Zork Anthology

Games like this

Collections2 collections

Platform libraries

Description adapted from its source, CC BY-SA 4.0.