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Time Zone: Aftermath

Time Zone met a fairly cool reception upon its release. It wasn’t panned in the magazines; bad reviews were all but nonexistent in this era. Still, it received surprisingly little coverage for such a major release from such a major publisher. When it was discussed, the main preoccupation was its immense size, with little attention given to its other qualities. Most likely those assigned to write about it were as intimidated by it as everyone else, and didn’t know quite where else to begin.

Feedback from the everyday gaming public in the only form that ultimately matters to a publisher, sales, was also very disappointing. As they had for the other Hi-Res Adventures, On-Line had announced plans to port the game to the Atari 400 and 800 — where, thanks to the small disk capacity of those machines, it was projected to occupy an astounding 20 disk sides. In the wake of very poor sales, however, they quietly shelved those plans, judging it not worth the effort. Within a few months all active promotion had ceased, as On-Line wrote the game off as a failed, not-to-be-repeated experiment and moved on. Luckily they still had plenty of more successful software, enough so that the Time Zone project, while it certainly didn’t help the bottom line, didn’t by itself endanger the house that Ken and Roberta had built.

It’s tempting to see in Time Zone‘s failure the adventuring public standing up for their rights at last, rejecting the absurdities of the genre to the strains of “We’re Not Gonna Take It” (hopefully the Who’s version rather than Twisted Sister’s). Alas, this probably wasn’t the case. Cruelty and unfairness were still largely what was expected of an adventure game at this stage. Of the games I’ve looked at so far for this blog, only (bizarrely enough) Softporn is not at least a little bit sadistic, and that hadn’t prevented many of them from becoming hits. Time Zone‘s sins were not so much unique as compounded by its size, affirmatively answering the question of whether a game could be simply too big.

The other question Time Zone answered was whether an adventure game could cost too much, and therein lies the more obvious reason for its failure. Prices had escalated rapidly since the days of 1978, when individual programmers had sold games in Ziploc baggies for $5 or $10. Publishers watched in delight as they raised their prices — to $20, $35, finally to $50 with the arrival of Wizardry — and people just kept on buying, even as the United States and the world plunged deeper into the worst recession prior to the recent one. Looked at from today’s perspective, the games business circa 1982 looks like the proverbial license to print money, as publishers could sell games created in a few months by one or two programmers for prices that were, when considered with inflation, equal to or greater than those of modern AAA titles developed by teams of hundreds. Yet there was a limit, and Wizardry and Time Zone by their respective success and failure pretty definitively found it. From then on publishers would not dare to venture much beyond $50 for even their most lavish productions. As the public’s expectations went up, resulting in games that needed bigger development teams and ever more time to make, profit margins correspondingly shrank. No wonder so many game-makers from those halcyon days can’t help but look back on the early 1980s with a certain wistfulness.

There were of course some people who bought Time Zone, and even some who claimed to enjoy it. It managed to place 20th in Softalk magazine’s readers’ poll for the best software of 1982, beating out the likes of Infocom’s Deadline. And Electronic Games magazine gave it a year-end “Certificate of Merit.”

The most prominent fan of all was Roe R. Adams III, the prolific adventure-game reviewer and columnist for several magazines who according to legend became the first in the world to solve the game, just one week after its release, and according to Steven Levy’s Hackers then “declared Roberta’s creation one of the greatest gaming feats in history.” Adams was active on a telecommunications service known as The Source, an important early online community that was the first of its kind barring only PLATO, and as such is probably worthy of a post or three in its own right. After watching his other, less adept adventuring friends flounder in the game, he convinced the powers that were on The Source to set up an area called the Vault of Ages, dedicated to plumbing the mysteries of Time Zone collaboratively. Users were greeted with the following upon going there:

Welcome to the Vault of Ages. Here we are coordinating the greatest group effort in adventure solving — the complete mapping of On-Line’s Time Zone.

I am the curator of the vault. You are the 85th intrepid time traveler to seek the knowledge of the vault. Herein we are gathering, verifying, and correlating information about each time zone. Feel free to visit here anytime, but remember that for the vault to fill, we need your contributions of information. Anytime you have new information about mapping, puzzle solutions, traps overcome, items found, s-mail this info to me. After verification, your contributed jigsaw puzzle piece will be added to the vault file, and your name will be entered upon the rolls as a master solver. Now step this way and I will introduce you to the Master Catalog.

Eventually with more than 1800 members, the Vault of Ages is a fascinating example of early crowd-sourcing, an ancestor of everything from Wikipedia to a thousand Lost message boards, and as such of perhaps more ultimate significance than Time Zone itself.

Within On-Line, Time Zone was notable in retrospect for being the first project of Jeff Stephenson. The great unsung hero of On-Line’s (soon to be Sierra’s) glory years, Stephenson would largely take over from Ken Williams as the company’s hacker-in-chief as the latter found business concerns monopolizing his time. Stephenson became the technical architect behind the next two generations of Sierra adventure games, designing the AGI and SCI engines and development tools that allowed Sierra’s games, like Infocom’s, to run on any platform for which the company wrote an interpreter. We’ll be getting much more familiar with Stephenson and his work in the years to come.

Still, most within On-Line were happy to forget about Time Zone as quickly as possible. That’s not all that surprising, given the chaotic development process, the unsatisfying final result, and the commercial failure of the project. Yet it went beyond even that. There was something ill-starred about Time Zone that seemed to affect many involved with it. Most of the youngsters who worked on the game left for university or other greener pastures upon its completion, happy not to have anything more to do with the games industry. Terry Pierce, the 18-year-old artist who had drawn all of those 1400 pictures virtually singlehandedly, burned out more dramatically. He was the best friend of Ken’s little brother John, who was only slightly older but already filling numerous high-profile roles at On-Line, including putting together the packaging for Time Zone. John describes a “kind of psychotic episode,” in which Terry was found “walking down the snowy highway at night in below freezing weather with no shoes or shirt on.” He also was gone shortly after that incident, severing all contact with his erstwhile best friend and everyone else at On-Line for over 20 years.

But the saddest tale of all was that of Bob Davis. Davis, you’ll remember, was the personable fellow who had gone from clerking at a liquor store to designing his own game to heading the Time Zone project in six months. He had a history of alcoholism and drug abuse, but had managed to get himself basically clean and sober by the time he started working for On-Line. But around the time that Time Zone was wrapping up, Davis, making more money than he ever had in his life, started to indulge in a big way again. He quit his job shortly after, deciding he could write games on his own and sell them to publishers. Davis was a bright guy when sober, but he hadn’t a prayer of authoring a game from scratch when bereft of tools like Ken’s ADL adventure-scripting language. He fumbled with learning assembly language for the Atari VCS, one of the most notoriously difficult programming platforms ever devised. But mostly he shot up drugs.

Soon the royalty checks started to get smaller as his game Ulysses and the Golden Fleece went from new hit to catalog status, and soon after the money was gone along with his wife. Davis began calling On-Line’s offices on an almost daily basis, asking for a job he obviously was no longer capable of doing — or, even better, just a straight handout. Knowing where the money would go if he just gave it to him, one kind-hearted old colleague offered to pay his mortgage directly; Davis angrily slammed down the phone in response. He started trying to pass bad checks all over town, becoming a pariah in this small community where everybody knew everybody. In a story that rings familiar to all too many of us, he “flamed out in a way that burned every bridge along the way,” in John Williams’s words, and by the end of the year was in jail in Fresno. I don’t know what happened to him after that, although I can say that he never rejoined the games industry to build on his unlikely early success. John believes he called On-Line just once after his release from jail, to an understandably “chilly reception.” But Bob Davis, first through all those increasingly desperate phone calls and then through the bad memories of his fall from grace, haunted On-Line for years afterward, casting a pall over everyone’s memories of Time Zone itself.

And that sad note is where we’ll have to leave it with Time Zone. As we’ll soon have several occasions to learn again, individuals and companies could fall as fast as they rose in the early PC industry.

 

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Time Zone: Tackling the Monster

As a kid, I absolutely loved time-travel stories. I devoured Quantum Leap and Poul Anderson’s Time Patrol, and later in adulthood was very enamored with Connie Willis’s more sophisticated takes on the tropes. As cool science-fictional concepts go, time travel is pretty hard to top. By comparison every other genre of story is limited, bound to whatever milieu the author has chosen or invented. But time travel lets you go hopscotching through the universe — or a multiplicity of them — within the bounds of a single volume.

It also makes a pretty darn appealing premise for an adventure game, maybe even more so than for traditional fiction, what with setting being the literary element adventures do best. And indeed, time travel forms its own lively adventure sub-genre which just happens to include some of my very favorites. Time Zone does not make that list, but it is the first major text adventure to really explore the genre. Considering what a natural fit it is for an adventure game, I’m only surprised that a game like Time Zone took this long to appear. (And yes, I know I’m opening myself up to long lists of obscure or amateur titles that did time travel before Time Zone. By all means, post ’em if you got ’em. But as a professional adventure with a full-fledged time-hopping premise, I’d say Time Zone is probably worthy of recognition as the first text adventure to really go all in for time-travel fiction of the sort I knew as a kid.)

Time-travel stories may be written out of fascination with the intrinsic coolness of time travel itself, but they do often need some sort of framing premise and conflict to motivate their heroes. Time Zone goes with a B-movie riff on 2001: A Space Odyssey. It is the “dawn of man,” echoes the Time Zone manual, and mankind is being observed with interest by an advanced alien race, the Neburites. Here, however, the aliens are evil, and get pissed off as the centuries go by and mankind’s essential badassitude asserts itself:

The year is 4081. The Earth is a fast-paced, highly technological society. The advancement of Earth in the last 2000 years is an amazement to Earth historians and a constant source of pride to Earth scientists. The Neburites, though, feel quite the opposite.

In the 2000 years since our last glimpse of the extraterrestrials they have advanced little, and their jealousy for the Earth’s advancement has grown to a mad fervor. The evil Neburite ruler Ramadu fears that the Earth will very soon become the superior race in the galaxy. This must not happen. His plan is to strike now, before the Earth is advanced enough to defend itself against an attack. So Ramadu has built an awesome ray gun, and aimed it directly at the distant Earth.

It seems that unless something is done, if Ramadu is not stopped and his weapons destroyed, Earth will never see the year 4082.

Stopping him is, of course, a job for you, an everyday Earthling living in 1982, given to you along with a time machine by “a terrestrial guardian or keeper.”

It’s never explained just why you were chosen rather than someone from, you know, the year 4081 who might consider the Earth’s pending destruction a more urgent problem, nor why this mission needs to involve all this time travel at all. You must visit dozens of times and places to collect the equipment you’ll need to confront Ramadu on his home planet in 4081 — exotic stuff like a hammer, a knife, a rope, and a damn rock(!). It would be a lot easier and faster to pop into your house — the time machine just appeared in your back yard, after all — or at worst down the street to the local hardware store to collect these trinkets and be on your way directly to Ramadu.

To some extent these absurdities are part and parcel of adventure gaming even today. (If you somehow lose the walking stick that is key to many puzzles in my own game The King of Shreds and Patches, why can’t you just go to a shop and buy another one?) Even today games often drag and contort their stories, not without split seams and shrieks of pain, into shape to accommodate their technical affordances. As a collection of smaller adventures bound together with bailing wire and duct tape, Time Zone has no notion of global state other than through the objects the player is carrying with her, which she obtained by solving various zones, just as Wizardry has no way of controlling for winning other than by looking to see whether the party is carrying the amulet they could only obtain by taking out Werdna. The necessary suspension of disbelief just seems somehow more extreme in Time Zone, as, for example, when I park my time machine on a city street in the middle of downtown London without anyone seeming to notice or care.

But, yes, you can say I’m just anachronistically poking holes in a game running on very limited technology — except that Infocom released a game at the same time that showed that a reasonably consistent, believable premise and setting was very possible even with 1982 technology. (More on that in a future post.)

It’s not really surprising given the simplistic story and world model, but it is interesting to note the lack of many traditional time-travel tropes and concerns in Time Zone, the questions and paradoxes that do almost as much as the multiplicity of settings time travel offers to make it such a fun premise for a story (or a game). For instance, there’s no thought at all given to what happens if you change history. I suppose thought is not really needed, first of all because many zones have nothing interesting really going on anyway. For those that do, alteration of history is prevented by what Carl Muckenhoupt (whose own posts on Time Zone I highly recommend as companions to this one) calls “the poverty of the game engine.” The parser understands very little beyond what you have to do to solve the game, meaning that if you try to do something to mess with history — like, say, kill Christopher Columbus — you’re not going to be able to communicate your idea anyway.

The one place where Time Zone does nod toward traditional time-travel concerns is in not letting you carry objects back in time to a point before they were invented; if you try it, the anachronistic objects are destroyed. This of course provides Roberta Williams with a way of gating her puzzle design, preventing the player from using an obviously applicable item from solving this or that puzzle. It can also be very annoying, not only because it’s all too easy to be careless and lose track of what you’re carrying where, but also because it’s not always clear to the player — or, I strongly suspect given the countless historical gaffes in the game, to Roberta either — just when an item was invented, and thus just where the (time)line of demarcation really lies. In the small blessings department, the game does at least tell you when objects are destroyed this way. Given the era and the designer, one could easily imagine it keeping mum and letting you go quite a long way before figuring out you’ve made your game unwinnable.

But I should outline the general structure of the game before we go any further. From your home base that is literally your contemporary home, you can travel to each of the seven continents in any of five times — 50 BC, 1000 AD, 1400 AD, 1700 AD, 2082 AD — to collect what you need for the climax on Neburon in 4082 AD. (The manual says 4081, but it seems to have been written back when the game was still expected to ship in 1981 — thus the neat 2100-year gap.) Oh, and you can also visit 400 million BC, but only in one location. It’s explained as being thus limited because this was before the continents as we know them came into being. The same is also claimed to be true, bizarrely, of 10,000 BC (obviously there were no geologists around On-Line). Not all of the zones need to be visited; some serve only as red herrings. In what is, depending on your point of view, either a ripoff or the funniest joke in the game (or both), Antarctica in every single time consists of just a single location. You can only get out of your time machine, say, “Gee, it’s too cold here,” and climb back inside.

Some of the zones contain historical characters drawn straight from grade-school history books, giving the game (like so much of Roberta Williams’s work) a feel of children’s literature.

If you’ve been paying attention, you’ll note that Time Zone is not exactly rigorous about putting these characters precisely when they belong. It’s kind of tough to know to what extent Roberta messes with chronology just to be able to fit in all the cool stuff she wants to given just five time periods in which to put it all — Columbus certainly seems like a must-have, even if he is displaced by 92 years — and to what extent it’s all down to sloppy or nonexistent research. In her interview with Computer Gaming World to promote Time Zone, Roberta mentions an error she made, placing a rhea bird in Australia rather than South America. She explains the error away more disingenuously (or is this supposed to be funny?) in the manual:

To make a more interesting and challenging adventure, we have made some minor changes. For example, at one point in the game (I won’t say where) we have placed a rhea egg where you will never find a rhea bird. Anyone knowledgeable in ornithology knows that a rhea bird belong in South America (which is not where it is). This type of thing happens from time to time in Time Zone.

Worrying so much over such a minor point leaves one thinking that Time Zone‘s history must be rigorous indeed. Um, no. In addition to thinking that Pangaea still existed in 10,000 BC, the game also thinks that man invented fire in 10,000 BC. (In fact, it lets you be the one who invents fire, creating all sorts of timeline repercussions — if the game was more interested in such things, that is).

And it places brontosauruses (from the Jurassic period) and tyrannosauruses (from the Cretaceous) together in 400 million BC, hundreds of millennia too early for either. And then there’s Napoleon ruling in 1700 AD.

It’s hard for me to attribute this to the need to have cool stuff, because Louis XIV’s France was a pretty interesting historical moment in its own right. And your mission in this zone is to collect a comb and some perfume, which fits better with the Sun King’s effete court than with the more martial Napoleon. So, I must reluctantly conclude that Roberta doesn’t know her Louis XIV from her Napoleon. She also thinks that Saint Petersburg is in Asia, and that Peter the Great was the husband of Catherine the Great. “History books aren’t a lot of fun,” she asserts in the manual. Which kind of begs one to wonder why someone who doesn’t like history books is writing a game about history.

Time Zone has always had a reputation as a fearsomely unfair and difficult game. That’s true enough, but it’s not universally true when you look at it in a granular way. Many — probably most — of the puzzles break down into a few repeated archetypes, such as trading one fairly obvious item for another item.

There’s even a limited but surprising amount of kindness (or “user friendliness,” as the manual says over and over; presumably that term had just come into vogue). In addition to the game’s being kind enough to tell you when you lose an item in the timestream, the inventory limit, while present, is a very generous 16 items or so. And there is only one maze, if we restrict the term to rooms that are not laid out so that going north after going south gets you back where you started.

There are, however, large, tedious-to-map grids of empty rooms in virtually every zone you visit, and the game never tells you which exits from a location are available, forcing you to rely on trial and error. (Thank God the Hi-Res engine doesn’t support diagonal exits.) Indeed, Time Zone may have the shabbiest ratio of rooms to things to actually do in them in adventure-game history. By my count there are 57 items in the game, about the same as each of the first two Zork games — but spread over more than 1300 rooms. If anything the ratio feels even worse than that, as you wander through endless “pastures,” “meadows,” “fields,” and “city streets.” Actually playing Time Zone feels not like a grand journey through history, but rather a long slog through a whole bunch of nothing. No wonder poor Terry Pierce was reduced to tears at having to draw this monotony.

To relieve the boredom, entering some of these otherwise meaningless locations leads to instant death. The only way to solve many of these “puzzles” is to learn from the deaths and not enter that location again.

Some of the pictures are pretty nice, up to the standard of the earlier Hi-Res Adventures. Others show the strain of drawing 1400 pictures in eight months; they look pretty bad.

Something that’s often overlooked about the Hi-Res Adventures today is that they are not simply text adventures with illustrations, after the style of, say, the Magnetic Scrolls games of the later 1980s. Right from Mystery House there was an element of interactivity to their graphics: drop an item in an area and you would see it there; open a door and you would see it open onscreen; etc. That’s quite impressive. However, occasionally, just occasionally, Roberta decides to put essential information into the picture rather than bothering to describe it in text. Because this happens relatively seldom, and because there’s so much else in those pictures that isn’t implemented in the game, these occasions are devilishly easy to miss entirely.

In the picture below, that little green thing at the bottom right that looks like an air vent is an essential oxygen mask — apparently for a person with a very weirdly shaped head, but that’s another issue — that’s going to get destroyed if we go back in time with it in the time machine with us.

Nothing in the picture below is implemented except one of the drawers, which contains a knife that you need.

Only the cabinet is implemented below, which… you know the drill.

And the tusks of the elephant skeleton are implemented as separate objects that can be pried out and taken, something I’d never suspect in a million years.

All of this is frustrating in the extreme, but none of it is really that different from the other Hi-Res Adventures. What makes Time Zone so untenable, and leads to its reputation for difficulty and cruelty, is the combinatorial-explosion factor. There’s a pretty fixed order in which you need to work your way through the zones, using items found in one to solve puzzles in the next. Yet the game gives no clue whatsoever what that order must be, leaving you hopelessly at sea about where to go next or what to work on. (And then of course if you miss something like one of the above…) By late in the game you’ll have a full inventory plus a whole collection of extra objects piled outside your time machine, and won’t even know what to take with you from zone to zone.

Throw in all of the other annoyances — the pointless sudden deaths; the huge empty maps; the items and entire zones that serve only as red herrings; the uncertainty about what you can and can’t interact with; the obstinate parser; and just a few howlingly bad puzzles to top it all off — and the result is just excruciating. Theoretically this game could be solved, but really, why would you want to? Anyone willing to put this amount of methodical, tedious work in for so little positive feedback might be better off doing something that benefits mankind, or at least earns her a paycheck.

Or maybe it can’t be solved. It wouldn’t be a Roberta Williams game without a couple of really terrible puzzles. One of those is found in Asia (should be Europe, but why quibble?) in 1700 AD, where you have to wait outside Catherine the Great’s castle for five turns for no apparent reason for her to emerge with hubby Peter the Great and drop a hat pin.

This is made especially annoying by the fact that the game doesn’t even have a WAIT verb; you have to fiddle around with endless LOOKs and the like to get the turns to pass. (If you construed from the lack of WAIT that there would be no puzzle mechanics involving time, the joke’s on you.)

The other crowning jewel is the mountainside in the Asia of 1000 AD where you must type a totally unmotivated OPEN SESAME.

Puzzles aside, Time Zone just feels a bit amateurish and sloppy most of the time. Like a piece of fiction from a beginning writer, one senses that no one is in control of its tone or message, which veer about wildly. Nowhere is this more painful than in its depictions of the non-white natives of the zones, which come off as hilariously racist — but, I’m sure, unintentionally so.

There are also weird occasions when the “children’s book” tone suddenly gives way to thoughtless violence.

So, no, Time Zone is not a very good game. The climax on Neburon, which takes two disk sides by itself, is actually the strongest part, full of sudden deaths and empty rooms but also possessed of a forward narrative drive and sense of tension that was still rare in this era, as you penetrate deeper and deeper into the alien base. If released on its own, it would have stood up as possibly the best of the Hi-Res line. As it is, though, it comes at the end of such an exhausting slog that it’s hard to really appreciate. By the time you see the victory screen — which, incidentally, makes no sense; why are the people in your home town of 1982 celebrating a victory you won in 4082? — you’re just glad it’s over, just like the team who made it were when they finally got it out the door.

Sometimes, as The Prisoner taught us, the best way to win is not to play. Time Zone is perhaps doubly disappointing because the premise has so much potential. But neither the technology nor the designer were really equipped to realize such an ambitious idea, and certainly not in the time allowed. Still, Time Zone is of undeniable historical significance, so I have the Apple II disk images and the manual for those of you who’d like to dive in.

Next time: a bit about the aftermath of Time Zone before we move on to something else.

 

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Time Zone

In January of 1981, as On-Line Systems were settling into their first office in Coarsegold, California, Roberta Williams already had three Hi-Res Adventures to her credit: Mystery House, The Wizard and the Princess, and the introductory adventure Mission: Asteroid. For her next game, she wanted to do something bold and big. Really big. She envisioned the ultimate treasure hunt, through time as well as space, in which the player would have to visit every continent at five different meticulously recreated historical moments, en route to a climax set on an alien planet in the far future that would by itself be larger than most standalone adventures.

When not working with Ken to get On-Line properly off the ground as a real business over the next six months, Roberta developed her idea, deciding exactly when and where should be included and sketching out maps and a puzzle structure as well as a simple framing story to justify it all. She had been so fascinated when first playing the original Adventure that she had “never wanted it to end.” Now, she seemed determined to get as close as possible to that ideal of infinite adventure. Time Zone just kept growing; by the time Roberta set the complete design document before Ken that summer, it had grown from an estimated five or six to twelve disk sides. This at a time when the biggest epics like Ultima and Wizardry were just spilling onto a second side for the first time.

Ken and Roberta had worked closely together on her first three games, with Roberta doing the writing and design and drawing the graphics and Ken coding it all on the computer. Now, however, Ken was busy running the full-fledged company that On-Line Systems had become. Anyway, Time Zone was far too ambitious a project for just two people to tackle. So Ken assembled a team of about ten people for Time Zone, who would spend months working full-time or part-time on the game. The formation of what Ken dubbed “the Time Zone task force” marks a significant moment in the history of game development.

Previously games had been created by one or at most two or three people, each a jack-of-all-trades doing the art, design, and programming as needed. This was after all an era when much game design revolved around exploiting some technical quirk or capability of the hosting hardware, leaving precious little space between the abstracts of design and the details of implementation. Roberta Williams, who as a non-programmer as well as a female was very much the odd woman out in early 1980s game development, felt the need in a contemporary interview for Computer Gaming World to defend her contribution as a pure designer: “Sometimes I feel that people don’t think that I’m as much a part of the creative process as I claim, due to the fact that I don’t program. The designing of the game is the most important and creative part of the project (and also the most fun).” In explicitly separating programmers from artists from designers for the Time Zone project, Ken and Roberta began the march toward the modern model of big-studio development, in which the jack-of-all-trades mastermind has been superseded by teams of hundreds of specialists weaving ever more granular fragments of the whole tapestry. It seems safe to say that Time Zone‘s team was the largest ever assembled to that point to create a computer game — fittingly, as Time Zone was the closest game development got in 1981 to a modern AAA title.

Time Zone was of course to be a Hi-Res Adventure, meaning its appeal would be rooted in the pictures that would illustrate each of its locations. Arguably the most important person on the team after Roberta herself therefore became Terry Pierce, an 18-year old hired straight out of the local high school to draw 1400 pictures for the game in pencil on graph paper. Two others then laboriously traced the pictures on Apple’s Graphics Tablet, filled them in with color, and stored them on disk in a highly compressed format, all accomplished with the tools Ken had originally developed for The Wizard and the Princess. The other side of the operation was the “logistics team,” a few scripters who translated Roberta’s descriptions of geography and puzzles into Ken’s ADL (Adventure Design Language). They created each of Roberta’s “time zones” as a small, self-contained adventure game in its own right. In ostensible charge of the whole was Bob Davis, the personable fellow Ken had hired out of a local liquor store. Yes, in a career trajectory that could only have happened in 1981 and possibly only in the Oakhurst area, Davis had gone from liquor-store clerk to designer of his own game (Ulysses and the Golden Fleece, Hi-Res Adventure #4) to manager of the most ambitious game-development effort in computer history, all in a matter of months. In between finishing up his own game, he now tinkered with ADL for Time Zone and loosely supervised the other coders and artists.

As you might imagine, the whole project started to go off the rails pretty quickly. Davis was well liked by everyone — he was a guy with “a huge heart and a ton of enthusiasm” in John Williams’s words — but lacked the experience or temperament to be a project manager. And while he was adept enough with simple ADL scripting, he lacked the technical acumen needed to even come up with a plan for pulling together all of these little games his coders were creating into the monstrous whole that would be Time Zone. Meanwhile Ken, the one guy at On-Line with the technical know-how and organizational smarts to really manage the project, was kept so busy by other concerns that he could spare little attention. Still, he expected Davis and his team to deliver a completed Time Zone before Christmas — an impossible deadline even without all of the partying and other distractions that accompanied life at On-Line.

Then a savior of sorts walked through the door, in the form of one Jeff Stephenson. At 30 years old, Stephenson already had considerable experience in the computer industry, as well as the sort of rigorous understanding of the technology and the organizational skills that most of the self-taught hackers and kids around On-Line lacked. His last employer had been none other than Software Arts, developers of the most important microcomputer application in the world, VisiCalc. Upon moving from Cambridge, Massachusetts, to the mountains of northern California, Stephenson decided to drop in on On-Line, the closest technology company, to see if they needed a programmer. From Hackers:

He put on cord jeans and a sport shirt for the interview; his wife suggested he dress up more. “This is the mountains,” Jeff reminded her, and drove down Deadwood Mountain to On-Line Systems. When he arrived, Ken told him, “I don’t know if you’re going to fit in here — you look kind of conservative.” He hired Jeff anyway, for $18,000 a year — $11,000 less than he’d been making at Software Arts.

Stephenson’s first assignment was to join Davis as co-head of the Time Zone project, to cut through the chaos and get the project back on track. His “conservatism” turned out to be exactly what Time Zone needed. He set everyone firmly and clearly about their appointed tasks, like would have been expected within the more businesslike confines of Software Arts. He himself made modifications to Ken’s Hi-Res Adventure engine to let them tie all of the regions in the game together, at least loosely, letting the player move her avatar from mini-adventure to mini-adventure via the time machine and to carry items with her. And he convinced another On-Line programmer, an action-game maestro named Warren Schwader, to dramatically speed up the rendering of the graphics as the player moved through this huge world. That made a game that would be, as we’ll see in my next post, very painful to play at least a modicum less painful.

By this point the focus for everyone had long ago shifted from Roberta’s original starry-eyed dream of an adventure game for (literally!) the ages to just getting the damn thing done in some reasonably acceptable form. Roberta would later say in the CGW interview, “Once we got into it and saw how big of a job it was, we were almost sorry we started it in the first place.” It’s probably safe to say that most of her team would have happily removed the “almost” from that statement. What with the time constraints, they created essentially a skeleton of Roberta’s vision, with the historical vignettes given little more atmosphere or detail than were needed to support the simple overarching puzzle structure.

Still, all those pictures remained to be drawn, bringing an unbelievable burden of work down on Terry Pierce’s thin shoulders. Almost as burdensome as the quantity of work was the sheer tedium of the subject matter: hundreds and hundreds of uninteresting “fields,” “forests,” and “city streets” to accompany the few locations with something to actually do or look at in each region. In what seems a case of bizarrely misplaced priorities today, the Hi-Res Adventure brand demanded that every single one of Time Zone‘s more than 1300 locations be given its own unique picture, even if the location itself consisted of only “You are in a forest.” Ken and Roberta knew perfectly well where their bread was buttered. Hi-Res Adventures didn’t sell so well because of deathless prose or intricate world-modeling; they advanced little beyond the Scott Adams games in these areas. No, they sold so well because of all those colorful pictures that made them some of the most visually arresting software you could run on an Apple II. And so Pierce worked furiously to crank the pictures out; John Williams remembers the poor kid “almost in tears” from the stress, but still frantically sketching away.

Even with such heroic efforts, there was no way Time Zone was going to be ready for Christmas. The project slipped into 1982, finally shipping (with a big sigh of relief from all concerned) about the beginning of March. Taking into account the sheer quantity of locations, On-Line decided the game was worth a premium price: in fact, a rather staggering list price of $99.95, about twice what anyone had dared to charge for even the most ambitious of computer games before. (Indeed, when accounting for inflation Time Zone is still quite possibly the most expensive videogame ever released.) For an advertisement, they created a mock movie poster, making the most explicit link yet between games and movies. It’s an interesting moment in this fraught relationship, a step on the way to the “interactive movies” On-Line and others would be touting a decade down the road.

Roberta also compared Time Zone to an “epic movie in the tradition of Cecil B. DeMille” in her CGW interview.

The introduction to the manual touts the size and scope of the project proudly, reminding one of the similar introduction to Wizardry‘s manual: “Time Zone has been over a year in the making”; “Roberta Williams spent over six months writing and designing the game before the first line of code for the game was actually written”; “it was the biggest project that On-Line Systems has ever embarked upon”; “it required a complete restructuring of our adventure programming procedures”; “Time Zone is by far the largest and most complex game ever written for any microcomputer.” An article in Softline stated, “This game took more than fourteen months to complete and it has been estimated that it will take people a year to solve due to its extreme complexity.” Predictably enough, an adventure fanatic named Roe Adams III finished it in just about a week, and promptly called On-Line to tell them about it. (I suspect Adams must have hacked — not because the amount of actual content in Time Zone really amounts to all that much but because of its handful of completely absurd puzzles. But I suppose a sufficiently methodical and patient man who went without sleep theoretically could solve the game in a week…)

None of the promotion helped very much. Time Zone became a notorious, high-profile flop, the first such that On-Line had ever released — and a fate it richly deserved. As John Williams wrote to me to open our discussion about the game, “It frankly wasn’t that good.” Indeed, Time Zone is something of a nadir in the annals of adventure-game design, the logical culmination of several ugly trends that I’ve been harping on about for quite some time now in this blog. It plays like a caricature of an old-school text adventure, with all of the annoyances of the form and too few of the delights, and with its rushed development peeking through from every crack and seam. More on that next time.

(Thanks for much in this post goes again to John Williams, whose memories are always invaluable to me.)

 

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Zork II, Part 2

We left off last time with the Alice area at the top of the well. Let’s continue now with the rooms that sprawl around the Carousel Room, which are now much easier to get to since we’ve stopped the carousel’s rotation by switching it off from the Machine Room.

In the Dreary Room off to the north is the first recorded instance of a venerable adventure-gaming cliché: a locked door with a key in the keyhole on the other side. What follows would quickly become a pretty rote procedure for seasoned adventurers, almost like a maze, but taken without all of the baggage of games to come it’s a fresh and clever puzzle.

>PUT MAT UNDER DOOR
THE PLACE MAT FITS EASILY UNDER THE
DOOR.
>PUT OPENER IN KEYHOLE
THE LID IS IN THE WAY.
>OPEN LID
THE LID IS NOW OPEN.
>PUT OPENER IN KEYHOLE
THERE IS A FAINT NOISE FROM BEHIND THE
DOOR AND A SMALL CLOUD OF DUST RISES
FROM BENEATH IT.
DONE.
>GET MAT
AS THE PLACE MAT IS MOVED, A RUSTY IRON
KEY FALLS FROM IT AND ONTO THE FLOOR.
>GET KEY
TAKEN.

This puzzle was also present in the PDP-10 Zork; thus my relative confidence in proclaiming it the first of its kind. Interestingly, in the original game the mat that was needed was the welcome mat found all the way back outside the front door to the white house. In the PC version Lebling instead placed a handy place mat in the gazebo alongside the U.S. News and Dungeon Report.

There’s also a dragon underground, the slaying of which is a tricky but not untenable puzzle. The dragon was holding a princess captive — a princess who can retrieve a key from a certain unicorn back in the garden, solving a problem that has been frustrating us since we first wandered in. The game subtly but effectively cues us that we need something from her, and that we should be following her.

>EXAMINE WOMAN
THE PRINCESS (FOR SHE IS OBVIOUSLY ONE)
SHAKES HERSELF AWAKE, THEN NOTICES YOU
FOR THE FIRST TIME. SHE SMILES. "THANK
YOU FOR RESCUING ME FROM THAT HORRID
WORM," SHE SAYS. "I MUST DEPART. MY
PARENTS WILL BE WORRIED ABOUT ME." WITH
THAT, SHE ARISES, LOOKING PURPOSEFULLY
OUT OF THE LAIR.
>OPEN CHEST
THE HINGES ARE VERY RUSTY, BUT THEY SEEM
TO BE STARTING TO GIVE. YOU CAN PROBABLY
OPEN IT IF YOU TRY AGAIN. THERE IS
SOMETHING BUMPING AROUND INSIDE. ALL
THIS RUMMAGING AROUND HAS STARTLED THE
YOUNG WOMAN.
THE PRINCESS IGNORES YOU. SHE LOOKS
ABOUT THE ROOM, BUT HER EYES FIX ON THE
SOUTH.
THE PRINCESS WALKS SOUTH. SHE GLANCES
BACK AT YOU AS SHE GOES.
>S
DRAGON ROOM
THERE IS A DISHEVELLED AND SLIGHTLY
UNKEMPT PRINCESS HERE.
THE PRINCESS WALKS EAST. SHE GLANCES
BACK AT YOU AS SHE GOES.
>E

It’s another puzzle that needs that little nudge… no, wait, this puzzle has that little nudge. If only they were all this way…

But enough with good puzzles. Let’s talk about the first of Zork II‘s two legendarily bad ones: the Bank of Zork. In his review of the game on IFDB, Peter Pears actually called this puzzle “beautiful.” In a way I can see what he means, but for me it’s undone once again by a lack of sufficient cues as well as a lack of feedback and parser difficulties. The bank consists of several rooms, but the heart of it is the Safety Depository.

SAFETY DEPOSITORY
THIS IS A LARGE RECTANGULAR ROOM. THE
EAST AND WEST WALLS HERE WERE USED FOR
STORING SAFETY DEPOSIT BOXES. AS MIGHT
BE EXPECTED, ALL HAVE BEEN CAREFULLY
REMOVED BY EVIL PERSONS. TO THE EAST,
WEST, AND SOUTH OF THE ROOM ARE LARGE
DOORWAYS. THE NORTHERN "WALL" OF THE
ROOM IS A SHIMMERING CURTAIN OF LIGHT.
IN THE CENTER OF THE ROOM IS A LARGE
STONE CUBE, ABOUT 10 FEET ON A SIDE.
ENGRAVED ON THE SIDE OF THE CUBE IS SOME
LETTERING.
ON THE GROUND IS A SMALL, WORN PIECE OF
PAPER.

As you might expect, that “curtain of light” is actually another exit. However, we can’t go that way simply by typing “N.” That just leads to, “THERE IS A CURTAIN OF LIGHT THERE,” which is in turn likely to lead us to give up on that direction of inquiry. Yet it turns out we can “ENTER CURTAIN.” Similar parser problems dog us at every stage in the bank, but even they aren’t the worst of it. To make a long and convoluted puzzle short, the place where we go after entering the curtain of light is dictated by the direction we last came from before entering. This is never explained or even hinted at at any point, and it’s obviously a very subtle and tenuous connection to make. Most players who “solved” the Bank of Zork did so only through sheer persistence, moving everywhere and trying everything, and were left with no idea of what they had actually done or how the puzzle really worked. Like Zork II‘s other notorious puzzle (of which more in a moment), the Bank of Zork specifically informed an entry in Graham Nelson’s “Player’s Bill of Rights”: the player should “be able to understand a problem once it is solved.”

Next we explore the volcano area to the west, which we accomplish largely via a hot-air balloon. Many of the puzzles and situations in Zork were designed around the capabilities of the technology used to create the games. Having created the programming for vehicles once for the boat found back in Zork I, the designers continued to use it again and again. Like the well, the balloon puzzle first involves deducing what it — “A LARGE AND EXTREMELY HEAVY WICKER BASKET” with “A RECEPTACLE OF SOME KIND” in the center and “AN ENORMOUS CLOTH BAG DRAPED OVER THE SIDE” — actually is. We need to burn something, like the U.S. News and Dungeon Report, in the receptacle to inflate the bag. The idea that burning something as small as a newspaper could do the trick doesn’t make a whole lot of sense in the real world, but adventure games have always had physics all their own, as Duncan Stevens and I briefly discussed in the comments section of my last post. Of more immediate concern are the parser frustrations that once again make this puzzle more difficult than it was likely designed to be.

And so we come to the Oddly-Angled Room, better known as the infamous baseball maze. At first it appears to be a conventional maze, but we soon realize that it defies all attempts to map it. Every connection is literally random, changing constantly according to no rhyme or reason. The diamond-shaped windows in the floor of each room don’t seem to offer much help. The key clue is the “club” we find:

A LONG WOODEN CLUB LIES ON THE GROUND
NEAR THE DIAMOND-SHAPED WINDOW. THE CLUB
IS CURIOUSLY BURNED AT THE THICK END.
>GET CLUB
TAKEN.
>EXAMINE CLUB
THE WORDS "BABE FLATHEAD" ARE BURNED
INTO THE WOOD.

We’re expected to “run the bases”, moving diagonally through the rooms starting from home plate, which is located at the west end of the “ballpark”: southeast, northeast, northwest, southwest. The windows give us a slight clue when we are on the right track, lighting up more strongly for each correct movement we make. Even so, this is all deeply problematic on a couple of levels. Firstly, Zork eventually spread well beyond the United States, to players who had no clue about the game of baseball, inspiring the most amusingly specific of all Nelson’s Player’s Rights: a player should “not need to be American to understand hints.” But of course, even many Americans aren’t interested in baseball at all and know next to nothing about it. This right could be better rewritten as a prohibition on requiring any sort of esoteric or domain-specific outside knowledge. Yet the puzzle is even dodgy for someone like me, who loves baseball. From what I can see, there is no way to deduce that home plate in this particular ballpark is located at its western side, and thus no way to know which way to go in running the bases, at least outside of the extremely, shall we say, subtle cues offered by the windows. The baseball maze wasn’t in the PDP-10 Zork, but was devised by Lebling specifically for the PC version. He’s repeatedly apologized for it over the years since, noting that it stemmed from his boredom with mazes and desire to do something different with the general idea. Needless to say, we’d have been better off with a standard maze.

Up to this point we’ve been amassing treasures and scoring points for collecting them, but, unlike in Zork I, we’ve found no obvious thing to do with them. In the PDP-10 version, these treasures were simply more loot to be collected in the white house’s trophy case. In this game, of course, that’s not possible, what with the barrow having sealed itself behind us and the white house consigned to Zork I. The most obvious solution to this problem would have been to just give us another trophy case somewhere. That’s not, however, what Lebling chose to do. Instead he decided to devise an actual purpose for our collection beyond looting for looting’s (and points’) sake. Like other elements of Zork II, the need to restructure things for practical reasons here led Lebling to take a step in the direction of story.

Now, late in the game, we penetrate the Wizard’s inner sanctum at last. Amongst other fun and puzzles, we can summon a demon here by making use of the three magic spheres we’ve collected earlier — the one in the Alice area which the robot helped us to collect, the one behind the locked door in the Dreary Room, and one which we find in the aquarium inside the wizard’s inner sanctum itself. But demons, of course, don’t work for free. To do us a favor, he demands payment in the form of ten treasures. Yes, it’s all very pat and convenient, but combined with other innovations like the Wizard himself it gives Zork II a shred of plotting and motivation that both Zork I and the PDP-10 Zork lack. Count it as a step on Infocom’s road from text adventures to interactive fiction.

Once the demon is satisfied, we have a favor at our disposal. Unfortunately, it’s easy neither to figure out what that favor should be nor how we should go about asking for it. If we manage both, though, we’re greeted with this:

>SAY TO DEMON "GIVE ME WAND"
"I HEAR AND OBEY!" SAYS THE DEMON. HE
STRETCHES OUT AN ENORMOUS HAND TOWARDS
THE WAND. THE WIZARD IS UNSURE WHAT TO
DO, POINTING IT THREATENINGLY AT THE
DEMON, THEN AT YOU. "FUDGE!" HE CRIES,
BUT ASIDE FROM A STRONG ODOR OF
CHOCOLATE IN THE AIR, THERE IS NO
EFFECT. THE DEMON PLUCKS THE WAND OUT OF
HIS HAND (IT'S ABOUT TOOTHPICK SIZE TO
HIM) AND GINGERLY LAYS IT ON THE GROUND
BEFORE YOU. HE FADES INTO THE SMOKE,
WHICH DISPERSES. THE WIZARD RUNS FROM
THE ROOM IN TERROR.

And so the tables are turned. I feel a little bit sorry for the poor fellow. He seems more playfully insane than evil. But then again, I feel sorry for a lot of the monsters I have to kill in Wizardry, so count me as just a big softie.

We now have a magic wand at our disposal — a very cool thing. The immediate temptation is to go around waving it at anything and everything, trying out each of the Wizard’s arsenal of spells. Yet for inexplicable in-story reasons but all too explicable technical reasons, only one actually works: Float, which lifts a boulder for us to unblock an entrance in the Menhir Room and retrieve a final key item. I particularly wanted to spell a certain three-headed guard dog in the Cerberus Room, but, alas, my efforts to Ferment, Freeze, and even Filch the hound proved in vain. Only Float gave any sort of appropriate response at all: “THE HUGE DOG RISES ABOUT AN INCH OFF THE GROUND, FOR A MOMENT.” If the implementation here is kind of sketchy, the idea of having a collection of spells at one’s disposal is still a very compelling one, and one that obviously remained with Lebling and his colleagues: they would later produce a trilogy of games that revolved around that very mechanic.

We now make our way into the final room of the game, the crypt. We also now have all 400 points — and yet the game doesn’t end. We in fact have one final puzzle to solve. We need to extinguish the lantern within the crypt, using some grue repellent we found lying around to protect ourselves. In the darkness we can see the “FAINT OUTLINE” of a “VERY TIGHT DOOR,” the way forward into Zork III. It’s yet one final example of a clever little puzzle that just needed a little bit more of a nudge; the solution is arguably hinted at, but much earlier in the game, and so subtly it’s almost impossible not to overlook. For the really unlucky, the game here also unveils its nastiest trick of all. One of the spells the Wizard — luckily, seemingly very rarely — casts is Fluoresce, which causes one to glow with light, apparently in perpetuity. What a lucky break, one thinks; no more worrying about that expiring lantern! Until, of course, one comes here and can’t finish the game. Infocom may have been making them better than anyone else already, but they were still making them pretty damn cruel at times.

But that’s Zork II for you — more sophisticated technically and thematically than its predecessor, but also with more design issues and a wider mean streak. Of course, in evaluating works we always have to be mindful of the milieu that created them. Adventure games in 1981 were cruel and difficult as a matter of course. Infocom in the years to come would be largely responsible for showing that they could succeed as art and challenge as games without hating their players, but they weren’t quite there yet. Likewise, they would show that they could be about more than treasures, puzzles, and points, but Zork II merely nods in that direction rather than striding down that road with purpose. Neither a masterpiece nor an outright failure, Zork II stands as an important way-station rather than a definitive landmark.

Still, those looking for a game changer should just stick around. Infocom’s next release would not completely sort out the adventure-game design issues I’ve been harping on about for many posts now, but it would completely upend the traditional definition of what an adventure game was and what it could do.

 

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Zork II, Part 1

There’s a phenomenon we music fans often talk about called the “sophomore slump.” Before signing a record deal and recording that first album, bands generally spend years honing their craft and forging their musical identity. When they go into the studio for the first time at last, they know exactly who they are and what brought them here, and they also have the cream of all those years of songwriting at their disposal — polished, practiced, and audience tested. Yet when it comes time for the second album, assuming they get to make one, things are suddenly much more uncertain. All of those great songs that defined them were used up last time around, and now they’re left to pick through the material that didn’t make the cut and/or craft new stuff under time pressure they’ve never known before. Further, a sort of existential crisis often greets them. What kind of band do they want to be? Should they continue to work within the sound that got them this far, or should they push for more and get more experimental? Many try to split the difference, resulting in an uneven album unwilling to definitively do either, and full of songs and performances that, while perhaps perfectly competent, lack a certain pop, a spark of freshness compared to what came before.

I see some of the same thing in Zork II: The Wizard of Frobozz. Lebling and Infocom took some real, significant steps forward here, beginning to move beyond the “collect treasures for points” structure of the first game, but the whole thing feels a bit tentative. Infocom’s parser and world-modeling remain streets beyond what anyone else was doing, but they no longer carry quite the same shock of discovery. The writing gets sharper, funnier, and more consistent in tone, but, at least in the first release we’ll be looking at, the game suffers a bit from the need to have it out before Christmas, with an unusual (for Infocom) number of little bugs, glitches, and parser frustrations. There are some wonderful puzzles here along with some puzzles that just need an extra in-game nudge to be wonderful — in fact, far more of both than in Zork I — but also some absurd howlers, including the two most universally loathed in the entire Infocom canon. They’re proof that, while Lebling felt he should make Zork II harder than its predecessor, he wasn’t yet quite clear on the best way to accomplish that. So, like so many second albums, Zork II is a mixed bag. You can see it in very different ways depending on what you choose to emphasize, and, indeed, you’ll find very diverse opinions about its overall merit.

As I did with Zork I, I’m going to take you on a little tour of Zork II. The map above may help you to follow along. I’m also again making available the somewhat rare original story file for those seeking the most authentic historical experience. You can play it right in your browser, or download it to play in an interpreter that supports the Version 2 Z-Machine. Or you can choose the Apple II disk image.

We begin Zork II just where we presumably left off, inside the barrow which collecting the last of the treasures in Zork I opened up to us. Unlike in the PDP-10 Zork, the barrow has sealed behind us upon entrance, an obvious concession to the need to keep Zork I‘s chocolate separate from Zork II‘s peanut butter. We do have our two most faithful companions from Zork I, our lantern and our sword. (The lantern is also, thankfully, fully charged again for some unexplained reason.)

As soon as we begin to move deeper into the game from our initial location at the extreme north of the map, we see one of the more obvious and welcome signs of progress over its predecessor: Lebling now has no interest at all in making the geography itself into a puzzle. Everything connects with everything else in a consistent, straightforward manner, a far cry from the beginning of Zork I, where we were first challenged to spend an hour or two laboriously mapping all of the twisty intersections of the forest. Zork II doesn’t even feature the heretofore obligatory maze, at least in the conventional sense. (What replaces it is annoying enough that one is left wishing for a good old straightforward maze, but more on that later…)

Soon we have our first encounter with the man who will be our nemesis throughout the game: the Wizard of Frobozz.

A STRANGE LITTLE MAN IN A LONG CLOAK
APPEARS SUDDENLY IN THE ROOM. HE IS
WEARING A HIGH POINTED HAT EMBROIDERED
WITH ASTROLOGICAL SIGNS. HE HAS A LONG,
STRINGY, AND UNKEMPT BEARD.
THE WIZARD DRAWS FORTH HIS WAND AND
WAVES IT IN YOUR DIRECTION. IT BEGINS TO
GLOW WITH A FAINT BLUE GLOW.
THE WIZARD, IN A DEEP AND RESONANT
VOICE, SPEAKS THE WORD "FERMENT!" HE
CACKLES GLEEFULLY.

YOU BEGIN TO FEEL LIGHTHEADED.

The Wizard is one of Lebling’s innovations for the PC Zork II, and interesting on several levels. He appears more frequently and is characterized much more strongly than Zork I‘s thief. While the thief was a mere impediment and annoyance, our central goal in Zork II is to overcome the Wizard; thus his pride of place in the game’s subtitle. But never fear — the Wizard is also every bit as annoying as the thief ever was. He pops up from time to time to cast a randomly chosen spell on us, all of which begin with “F”: Filch, Freeze, Float, Fall, Fence, Fantasize, etc. Some of these, like Ferment, which makes us unable to walk straight for a (randomly chosen) number of turns, are mere inconveniences. Others — like Filch, which causes a randomly chosen item to disappear from our inventory, or Fall, which can kill us instantly if cast on, say, a cliff-side — leave us no recourse but to restore from our last save. What with our expiring, non-renewable light source, even the less potent spells become a problem in forcing us to waste precious turns waiting for their effects to expire. We pretty quickly get into the habit of just restoring every time we get spelled.

Every player will have to decide for herself whether the Wizard is funny enough to outweigh this annoyance factor. But the bumbling old Wizard, whose spells occasionally misfire in amusing ways, is genuinely funny.

THE WIZARD DRAWS FORTH HIS WAND AND
WAVES IT IN YOUR DIRECTION. IT BEGINS TO
GLOW WITH A FAINT BLUE GLOW.
THERE IS A LOUD CRACKLING NOISE. BLUE
SMOKE RISES FROM OUT OF THE WIZARD'S
SLEEVE. HE SIGHS AND DISAPPEARS.

Zork has always had a split personality. Authors give us either unabashedly silly, mildly satirical comedy, or an aged, now deserted world possessed of a lonely, faded grandeur. As the product of multiple authors writing pretty much to suit whatever whims struck them, Zork I itself pioneered both approaches, vacillating between them with no apparent concern. For every majestic Aragain Falls view, there was a cyclops to be fed hot peppers. With Zork II, however, Lebling has clearly decided to craft a “funny Zork.” And so we get various shoddy contraptions labeled as products of “The Frobozz Magic <insert item here> Company,” sort of the Wizard’s equivalent of Wile E. Coyote’s Acme Corporation. And we get lots of silly anecdotes about the excesses of the royal Flathead family and its patriarch, Lord Dimwit himself. Lebling shows a real gift for light comedy throughout, knowing how to craft jokes without trying too hard and beating us over the (flat)head with them.

In a gazebo in the garden, one of Lebling’s new additions, he places an homage to the original Zork, a copy of U.S. News and Dungeon Report.

** U.S. NEWS AND DUNGEON REPORT **

FAMED ADVENTURER TO EXPLORE GREAT
UNDERGROUND EMPIRE

OUR CORRESPONDENTS REPORT THAT A
WORLD-FAMOUS AND BATTLE-HARDENED
ADVENTURER HAS BEEN SEEN IN THE VICINITY
OF THE GREAT UNDERGROUND EMPIRE. LOCAL
GRUES HAVE BEEN REPORTED SHARPENING
THEIR (SLAVERING) FANGS....

"ZORK: THE WIZARD OF FROBOZZ" WAS
WRITTEN BY DAVE LEBLING AND MARC BLANK,
AND IS (C) COPYRIGHT 1981 BY INFOCOM,
INC.

You may remember that a magazine of the same title used to always sit inside the white house of the PDP-10 Zork to announce the latest news and additions to the online community that sprung up around the game.

Like its predecessors, Zork II imposes a pretty harsh inventory limit, forcing us to choose a base of operations to keep all of the stuff we collect. A good choice is the Carousel Room, a central hub around which the game’s geography — literally — revolves. (The game always chooses a random direction for us when we leave the Carousel Room; we can solve a puzzle to stop its rotation.) Indeed, there’s a definite combinatorial explosion that adds greatly to the difficulty. The map is a large one, and largely open from the start, leaving us to pick through piles of unsolved puzzles looking for the ones which we can actually solve at any given point. Just figuring out what we should be working on is much of the challenge.

Southeast of the Carousel Room is the appropriately named Riddle Room. In front of a sealed door we read the following:

WHAT IS TALL AS A HOUSE,
ROUND AS A CUP,
AND ALL THE KING'S HORSES
CAN'T DRAW IT UP?

The answer is a well.

Riddles aren’t really approved practice in interactive-fiction design these days, largely because they’re just so dependent on intuition and all too often very culturally specific, and thus notoriously variable in difficulty from player to player. There’s also a certain element of cheapness about them, a quality they share with mazes. A designer in need of a puzzle can throw in a riddle in a matter of minutes, then watch contentedly as at least some subset of her players agonize for hours. Still, as adventure-game riddles go this one isn’t awful, and there is an undeniable thrill in getting a riddle in a flash of insight — much like when solving other, better respected sorts of adventure-game puzzles. In Twisty Little Passages, Nick Montfort names the riddle as the text adventure’s most important literary antecedent. I’m not entirely convinced of that, but if true it does present the opportunity to view Zork‘s riddle as this new form already glancing back to its roots. Not that I believe for a moment that anything of the sort was on the designers’ minds.

Beyond the Riddle Room is the Circular Room:

CIRCULAR ROOM

THIS IS A DAMP CIRCULAR ROOM, WHOSE
WALLS ARE MADE OF BRICK AND MORTAR. THE
ROOF OF THIS ROOM IS NOT VISIBLE, BUT
THERE APPEAR TO BE SOME ETCHINGS ON THE
WALLS. THERE IS A PASSAGEWAY TO THE
WEST.

THERE IS A WOODEN BUCKET HERE, 3 FEET IN
DIAMETER AND 3 FEET HIGH.

With a little thought, not to mention some consideration of the riddle we just solved, we can conclude that we are standing at the bottom of a well. It turns out that it’s not just a well, but a magic well; if we pour some water into the bucket, it will hoist us up to a new area at its top. I mentioned earlier that a number of puzzles in Zork II are just a nudge away from being excellent. This one is a good example. While there’s a certain elegant logic to it, we aren’t told that it’s a magic well until we reach the top and see the “Frobozz Magic Well Company” logo. It’s just a little bit too much of a stretch in its present form. Or maybe I’m supposed to be able to find some clue in these etchings found at the bottom:

       O  B  O

       A  G  I
E L

       M  P  A

If anyone can figure out what that’s on about, let me know.

At the top of the well is the so-called “Alice” area. Lewis Carroll would prove to be a great favorite of adventure-game writers because his blend of surrealism, logical illogic, and love of puzzles fit the genre so well, making his works just about as perfect as any traditional literature can be for adaptation to the adventure-game form. Before any official adaptations, however, Infocom paid him homage here. (Like the well area, the Alice area was present in the PDP-10 version, and thus dates to approximately 1978.) We find some cakes with the expected effect on our size, and once appropriately shrunken visit a pool of tears lifted straight from Chapter 2 of Alice in Wonderland. It all makes for some lovely puzzles. It’s sort of amusing that we must travel up a well to visit the Alice area in Zork II, while Alice fell down a well to start her adventures in the book. Of course, there’s also quite a similarity between the premise of the Zork games as a whole and that of the Alice books. Both include vast magical landscapes accessed via the most mundane of gateways, and both are all about puzzles and play rather than plot.

As already demonstrated via the Wizard, Zork II does have a modicum more interpersonal interaction than its predecessor, making adventuring in these dungeons feel just a bit less lonely. For the first time (discounting the PDP-10 version) it allows us to actually talk to other characters, entering into some fraught territory that still bedevils IF authors today. Zork II‘s system is still pretty awkward: we can only “TELL <someone> ‘<something>’,” with the quotes a necessity. It does, however, allow for a pretty impressive demonstration of Infocom’s technology, in the form of a little robot also located at the top of the well whom we can order about just as if he were, well, us. (Like Zork I, Zork II happily jumps from science-fiction robots to fantasy monsters to present-day elements with no compunction whatsoever.) The robot is key to another of those puzzles that just needed a little bit more work to be great.

There’s a magical sphere that we’d really like to loot, but it’s protected by the “Frobozz Magic Alarm Company.” When we try to take it, a cage drops around us, the room fills with a poison gas, and we die after a couple of turns. Trying to get the robot to take the sphere for us doesn’t work. The cage crushes the poor little guy rather than merely trapping him for some reason, in a scene oddly reminiscent of a famous incident from Infocom’s later Planetfall. The sphere, meanwhile, disappears (presumably it’s inside the cage). The solution is to have the robot in the room with us when we trigger the trap, then have him “GET CAGE” to get us free before the gas asphyxiates us. In the abstract it’s not a bad puzzle. However, it’s so fraught with implementation problems that it’s well-nigh impossible to deduce what’s really going on. The game gives us no sign that we can still interact with the robot at all from inside the cage. Even if we make that cognitive leap on our own, it still refuses to make anything easy for us.

>GET SPHERE
AS YOU REACH FOR THE SPHERE, A STEEL
CAGE FALLS FROM THE CEILING TO ENTRAP
YOU. TO MAKE MATTERS WORSE, POISONOUS
GAS STARTS COMING INTO THE ROOM.
CAGE
YOU ARE TRAPPED INSIDE A STEEL CAGE.
>TELL ROBOT "GET GAS"
I DON'T KNOW THE WORD 'GAS'.
>TELL ROBOT "HELP"
I DON'T KNOW THE WORD 'HELP'.
>TELL ROBOT "N"
"WHIRR, BUZZ, CLICK!"
YOU CAN'T GO THAT WAY.
>L
CAGE
YOU ARE TRAPPED INSIDE A STEEL CAGE.
>EXAMINE CAGE
I SEE NOTHING SPECIAL ABOUT THE STEEL
CAGE.
>TELL ROBOT "BREAK CAGE"
WHAT DO YOU WANT TO BREAK THE CAGE WITH?
>ROBOT
TRYING TO DESTROY THE STEEL CAGE HAS NO
EFFECT.
>TELL ROBOT "GET CAGE"
THE CAGE SHAKES AND IS HURLED ACROSS THE
ROOM. IT'S HARD TO SAY, BUT THE ROBOT
APPEARS TO BE SMILING.
DINGY CLOSET
THERE IS A BEAUTIFUL RED CRYSTAL SPHERE
HERE.
>GET SPHERE
TAKEN.

I’ve edited out from the above the dying every couple of turns.

Questions abound. Where actually was the sphere when we were inside the cage, since it was apparently neither inside nor outside? Why does “GETting” the cage cause the robot to break it, and “BREAKing” it get us nowhere? It’s issues like this that sometimes make Zork II, at least in this first released version, feel a bit undercooked.

 

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