The Library

Score: 5 Turns: 1

Status Line, The, v7(3)
Read Time ~4 minute read
Oct-Dec 1988

Zork Zero takes you back to the beginning

Computerdom’s most sacred barrier broken

Zork Zero Screen Shot
The now-famous Zork stone logo appears once more, heralding the coming of Zork Zero, the prequel to the Zork Trilogy. Game writer Steve Meretzky labored nearly 18 months combining the lore of the Great Underground Empire, graphic puzzles and his own zany humor to create the latest chapter of the GUE saga.

Ever since Zork I first appeared on home computers, and the Zork Trilogy became our best-loved series of interactive stories, countless fans have begged for Zork IV. Now our Steve Meretzky, doing exactly the opposite, gives you something even better by taking you back to before the beginning. Nearly 18 months in the making, we are proud to reveal our most ambitious project ever, Zork Zero.

Zork Zero: The Revenge of Megaboz takes you back to the last days of the Empire. A wizard's curse has destroyed the ruling Flathead family and has threatened the kingdom itself. Although you are but one of many fortune hunters who have flooded the capital city of Flatheadia to try to claim the huge reward for stemming the curse, a carefully guarded family secret gives you a big advantage!

Every corner of the kingdom

As you begin your quest, you'll meet the court jester, whose rhymes will leave you laughing, whose tricks will leave you cursing, and whose rebuses and riddles will leave you scratching your head. You'll travel to every corner of the kingdom, visiting exotic locales from the glaciers of the Gray Mountains to the swamps of Fenshire, from the placid shores of Lake Flathead to the searing heat of the Great Underground Desert, from the defoliated Fublio Valley to the granola mines of Antharia.

Zork Zero answers many of the questions that have tormented Zorkers for ages: What is it like to play Double Fanucci? Where did grues come from? And finally, most compelling of all, what is the origin of the white house where Zork I begins?

Epic in both size and scope, this prequel covers a full century and explores the collapse of the Great Underground Empire. Straining our new "Y" development system to the limit, Zork Zero is our largest game ever, with more than 200 locations, and as many puzzles as all three games of the Zork Trilogy combined. To top it off, Zork Zero shatters one of computerdom's most sacred barriers —- the first true graphical enhancements to an Infocom story.

Double Fanucci

Our diehard fans are probably mourning the passing of an era; but take heart. “Zork Zero has everything you've come to expect from us: lots of descriptive prose, a ton of puzzles, depth and attention to detail; it's a well-tested and polished game, all served up in a fun, handsome package,” says author Meretzky. “The graphics simply add one more level of excellence. I tried to use them in a different way; rather than illustrate locations, the graphics are integrated into the puzzles themselves. I'm really pleased with the result.” The graphics, created by computer artist James Shook, make possible such graphical puzzles as Peggleboz, Snarfem, the Tower of Bozbar, and Double Fanucci.

But wait—there's more! Zork Zero abounds with exciting new features. It marks the introduction of our newest generation parser, our friendliest ever. Now it's easier for a novice to start, and powerful enough for the experience player.

Another Zork Zero Screen Shot
In Zork Zero, the prequel to the Zork Trilogy, you'll finally get a chance to try your hand a Double Fanucci. We have taken computer game graphics a step further by integrating graphic-oriented puzzles into Zork Zero.
Yet another Zork Zero screen shot
We've gotten more extravagant than Dimwit Flathead himself with our new development system. Ordinary screens of text come to life with graphic enhancements like these.

Zork Zero includes our very popular on-screen hints. In a development made possible by our new graphics system, Zork Zero also has complete on-screen mapping. The puzzles themselves range from simple to boggling. Finally, Zork Zero is laced with that famous Meretzky humor you loved so much in Planetfall, The Hitchhiker's Guide to the Galaxy, and Leather Goddesses of Phobos.

The packaging lives up to our usual standards. Start with a scrap of parchment containing a spell from the secret notebooks of the great magician Megaboz. Then, add a construction blueprint from Rockville Estates, the cave-bound condo complex that's targeted for Young Underground Professionals. And top it off with a handsome calendar, featuring excerpts from "The Lives of the Twelve Flatheads" and illustrations by the great painter, Leonardo Flathead. This calendar is from the year 883 GUE, but (by an incredible coincidence) it is also perfectly usable as a 1989 calendar.

From the exciting prologue, where you come face to face with Lord Dimwit Flathead the Excessive, to the climactic epilogue, where you meet the most powerful wizard ever to set foot on the soil of Quendor, Zork Zero has something for everyone, and promises to be the best offering yet from the Master Storytellers.

Zork Zero will be released in October on the Apple Macintosh, supporting both color Mac II and regular black and white Macs, and will retail for $59.95. Watch upcoming issues for details on other computer versions.


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

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