Zork
Play Zork here
Zork is an interactive fiction game that I was introduced to in my class about IF. Out of all the works of IF we have examined in class so far, Zork is by far my favorite for now. And I think what makes Zork so interesting is the possibilities of outcomes that the interactor can encounter through out the game.
When you enter the browser and being to play you start out "west of a house" and the opening states "This is an open field west of a white house, with a boarded front door.
Before you continue on I suggest you read up on the History of Zork
A rubber mat saying 'Welcome to Zork!' lies by the door."
Suspense starts right away has you venture your way to the house not knowing what could happen with every step. The ultimate goal of Zork I is to collect the Twenty Treasures of Zork and install them in the trophy case. Finding the treasures requires solving a variety of puzzles such as the navigation of two complex mazes. Placing all of the treasures into the trophy case scores the player 350 points and grants the rank of "Master Adventurer." An ancient map with further instructions then magically appears in the trophy case. These instructions provide access to a stone barrow. The entrance to the barrow is the end of Zork.
In Zork you start out west of a house. Where a mailbox is present. I recommend opening the mail box as you first command. After you open the mailbox you find a leaflet which you should then pick up and read. This leaflet contains a brief summary of the game and what you should be prepared to encounter. (Along with intro there is some file IT content that pertains to the making of the game.) After reading the leaflet, I recommend dropping it to create more space for the future gatherings you will encounter in the game.
Once the leaflet is dropped you should proceed to go east using the simple command of "e". Going east will present you to the white house as the intro stated. You are in the front and the door is locked, so proceed to head South (s) of the house. On this side of the house the windows are all bared and there is no door and you proceed to head east again, to the back of the house.
In the back of the house there is a window that is slightly ajar. Open the window and enter the house. When you enter you go into the kitchen and head west again. There is a trophy case, a rug, and a sword. Take the sword and move the rug. There is a trap door lading to one of the dark eerie adventures Zork presents. To see this being done click on the link at the bottom of the page to see me preforming the adventures I listed
Overall my experience with Zork went very well and I give it 5/5 stars. It was understandable and able to be completed with out it being a confusing head ache, with no idea of what the heck I am doing. I recommend if you are not at all familiar with IF, Zork is one of the first peace's of work that you examine.
Comments
Post a Comment