[HN Gopher] A treasury of Zork maps
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       A treasury of Zork maps
        
       Author : et-al
       Score  : 229 points
       Date   : 2023-02-08 14:56 UTC (3 days ago)
        
 (HTM) web link (blog.zarfhome.com)
 (TXT) w3m dump (blog.zarfhome.com)
        
       | billfruit wrote:
       | While Zork and its relatives are interesting, are there any non-
       | narrative based text games?
        
         | anthk wrote:
         | Puzzle based?
         | 
         | - Anchorhead it's Stephen King/Lovecraft like.
         | 
         | - All Thing Devours it's a time travelling puzzle.
         | 
         | - Spiritwrak it's s Zorkian free as in freedom adventure, were
         | guessing what does the spell do to the world it's part of the
         | puzzle and story.
        
           | predictsoft wrote:
           | Spiritwrak has a transcript/walkthrough
           | https://ifarchive.org/if-archive/solutions/Spirit-
           | Transcript...
        
           | billfruit wrote:
           | I was thinking more like open ended simulations.
           | 
           | Perhaps in the vein of 'Footy Fanatic', a football management
           | simulation, https://classicreload.com/footy-fanatic.html
        
             | fulltimeloser wrote:
             | The Kingdom of Loathing [1] is fun. It's not a pure text
             | adventure, it has a GUI and there is hand drawn art.
             | 
             | [1] https://www.kingdomofloathing.com/
        
         | [deleted]
        
       | ascotan wrote:
       | You couldn't really play any games from the 80's without graph
       | paper. To get anywhere beyond the house in Zork you needed to map
       | out where all the paths in the game were. Same thing for Bard's
       | Tale II (one of my favs). Generations of kids sat in front of
       | their old Commodores making maps (and I guess some of us with art
       | talents made them better).
        
         | fulltimeloser wrote:
         | I had several games back then that where "copies" from other
         | people. But many of these games where unplayable because
         | without the manual you had a really hard time to figure out
         | what to do. It was common for complex games to have thick
         | manuals and virtually no in game help or tutorials. And there
         | where no internet to search for answers.
        
         | busyant wrote:
         | > You couldn't really play any games from the 80's without
         | graph paper.
         | 
         | In high school (~1985/86) a friend and his brothers mapped the
         | Ultima IV world by commandeering the family ping pong table
         | covering it with several sheets of graph paper.
         | 
         | It was a glorious map.
        
         | jghn wrote:
         | I remember the Wizardry series was especially punishing in this
         | regard. It would have constructs like hidden teleporters, and
         | in sone cases your "view" looked the same on the other side so
         | it'd be unclear you weren't where you thought you were
        
           | qup wrote:
           | Was one of these on NES? With maybe six characters you could
           | swap between who had different talents (like different jump
           | heights)?
           | 
           | Game was impossible.
        
             | jghn wrote:
             | There was an NES port but it was watered down a bit IIRC.
             | 
             | Wizardry I was a pretty standard D&D style dungeon crawl
             | game. 6 chars, your basic classes (fighter, thief, cleric,
             | mage) with a few prestige classes. Wander around the
             | dungeon and occasionally, well, frequently, run into groups
             | of monsters. A few dynamics I remember being particularly
             | pains in the ass:
             | 
             | 1) You could not save while in the dungeon, and if you
             | wiped your party was stuck there, dead. You could go rescue
             | them by going to that space and picking them up *BUT* that
             | meant you had to go down there with fewer than 6 people in
             | your party & thus underpowered and you couldn't mix good &
             | evil alignments in a party. So in the early game it was
             | often easier to just reroll new chars, and at the end of
             | the game it could be almost impossible to go fetch them
             | 
             | 2) Your characters aged over time, and stats started
             | getting worse. So in a sense you're on a timer.
             | 
             | Wizardry II & III were more of the same IIRC. Wizardry IV
             | was notorious for being the most difficult game ever made
             | at the time. I pointed one of my hardcore gamer coworkers
             | at Wiz IV not too long ago, he's the sort of person that
             | defeats every new game in a microsecond. He gave up after a
             | day and said he couldn't take it.
             | 
             | The ones after that became more like standard CRPGs people
             | might recognize in the 90s + beyond.
        
         | spacemadness wrote:
         | One of my best gaming memories is mapping out the megadungeon
         | that is Alternate Reality: The Dungeon played on my C64. I
         | never beat it, but mapping out the dungeon stuck with me as an
         | immersive experience.
         | 
         | I love that the Etrian Odyssey games make mapping a
         | centerpiece. I don't see modern gamers going for graph paper
         | ever again but having a map maker included really helps
         | experience a bygone era.
        
           | sfink wrote:
           | I recently went through my old box of papers in the garage,
           | and man did those maps bring back memories! So many hours
           | spent painfully mapping things out on graph paper. Alternate
           | Reality: The City was probably one of the biggest mapping
           | projects I did, but I had a thick pile from many different
           | games. The Bard's Tale series was especially noteworthy.
           | 
           | It's sad--if I were to attempt to play one of those today, I
           | would give up immediately rather than deal with the insanely
           | slow loading and glacially-paced gameplay. But at the time, I
           | think the slowness contributed to the immersion. There was
           | more than enough time to reflect and, well, map. It burned
           | those experiences deep into my memory. Alternate Reality in
           | particular was painfully, painfully slow on my computer,
           | which was enormously frustrating at the time, and yet even
           | though it was barely a game (you mostly wandered around
           | exploring and getting annoyed at unimplemented buildings,
           | with the occasional high-stakes combat) it is one of the more
           | memorable experiences of my ill-spent youth.
        
             | spacemadness wrote:
             | The longish loading time for an encounter really did
             | something interesting for immersion. It's a little similar
             | to a DM rolling dice to generate an encounter--that built
             | in anticipation isn't really possible in modern games
             | without annoying gamers.
        
         | Narishma wrote:
         | Zork's (and text adventure games in general) maps aren't grid-
         | based, so you don't need graph paper.
        
           | jghn wrote:
           | No, but I'd imagine a lot of people were like myself. I
           | already had a ton of graph paper and was used to using that
           | to draw maps for D&D and more grid based games.
        
           | chongli wrote:
           | Yeah in fact if you try to use graph paper to map out the
           | areas in Zork you'll get immensely frustrated at its non-
           | Euclidean geometry. The game designers seemed to be quite
           | fond of having your character change compass directions
           | between locations, so heading south and then immediately
           | north will often leave you in a different location than you
           | started!
           | 
           | The better way to map Zork is to treat it like a non-planar
           | graph and use graph paper to build an adjacency matrix [1].
           | Since Z-machine is a bytecode VM that often ran on 8-bit
           | computers it's a pretty safe assumption that the game likely
           | has 256 or fewer vertices in the graph. So if you give every
           | area you visit a 2-digit hex ID you can make the matrix small
           | enough to be manageable.
           | 
           | [1] https://en.wikipedia.org/wiki/Adjacency_matrix
        
       | tomcam wrote:
       | A reminder to younger readers that these complex maps emerge from
       | programs that ran in 64K, smaller than most web page logos.
        
         | flyinghamster wrote:
         | Also, the Z-machine that ran Zork and other Infocom games was
         | an early example of a cross-platform bytecode interpreter, well
         | before Java and the like.
        
           | Bluecobra wrote:
           | It's really amazing how they pulled off Zork for micros. I
           | think it took up ~1MB of memory on a PDP-10?
        
           | TedDoesntTalk wrote:
           | I know it was a cross platform virtual machine, but Did it
           | actually interpret byte code and not just text?
        
             | chongli wrote:
             | Yes. Z-machine specifies a table of 256 opcodes. Developers
             | write code in ZIL (Z-machine Implementation Language), a
             | text-based source code. The ZIL is then compiled into a
             | byte code program consisting of those 1-byte opcodes as
             | well as arguments and static data.
        
             | anthk wrote:
             | The are new games made for the zmachine since the 90s.
        
         | Narishma wrote:
         | 32K I think for the first game. The TRS-80 and Apple II
         | versions at least.
        
         | larsbrinkhoff wrote:
         | Some of those maps show the original Zork that ran in 256K of
         | 36-bit words.
        
       | msla wrote:
       | Previously:
       | 
       | https://news.ycombinator.com/item?id=34749477
        
       | fbdab103 wrote:
       | For all looking to play Zork, the Internet Archive has you
       | covered and you can launch it from your browser seemingly inside
       | DosBox within the browser.
       | 
       | Zork 1: https://archive.org/details/msdos_Zork_I_-
       | _The_Great_Undergr...
       | 
       | Zork 2: https://archive.org/details/msdos_Zork_II_-
       | _The_Wizard_of_Fr...
        
         | anthk wrote:
         | Parchement with the game from IFDB would be far better.
        
       | waltbosz wrote:
       | Does anyone remember the shareware game ZZT? If you bought the
       | full version, it came with printed maps. I still have mine
       | somewhere.
       | 
       | Also, has anyone tried to get ChatGPT/etc to play Zork?
        
         | qup wrote:
         | I have had chatGPT simulate an adventure game, the first day or
         | two it came out. It was very good at generating a story, and
         | pretty bad at working the mechanics of a game. Inventory didn't
         | work reliably, predictable stuff like that.
        
         | raldi wrote:
         | Not just play it, but even to serve as Dungeon Master. There
         | have been a bunch of HN submissions about it.
        
         | DrSiemer wrote:
         | ZZT was created by Tim Sweeney, CEO and founder of Epic Games.
         | It was a huge contribution to my deeper understanding of
         | programming at the time.
        
           | waltbosz wrote:
           | I remember being so frustrated by the ZZT programming
           | language because it lacked so many fundamental features.
           | IIRC, you couldn't even sum variables.
           | 
           | But it didn't stop me from spending hours and hours creating
           | ZZT games. At times it was fun to try to figure out how to do
           | things. I once wrote a music sequencer.
        
       | FROSTVANS wrote:
       | [flagged]
        
       | ggm wrote:
       | Although otherwise quite visual I did my zork map as a 12 column
       | table.
       | 
       | 1 row number, Next 8 -the 4 cardinal points with the 4 major
       | intersects, Up, Down, Notes
       | 
       | With each cell except notes another row number.
       | 
       | The different states of the rooms depending on button presses at
       | flood control dam #3 and the like, made it like a periodic table
       | with the radionucleotide subsequence.
        
       | smusamashah wrote:
       | These also belong to reddit.com/r/wimmelbilder
        
       | UberFly wrote:
       | These maps are so amazing. I can see some of these on the wall
       | framed. Zork and Hitchhikers Guide were my first games on my
       | father's IBM PC. I got in trouble for being "addicted". Little
       | has changed.
        
       | dundercoder wrote:
       | The Zork Chronicles is a fantastic novel based on the game. It's
       | hysterical! I hear the publisher is going to release an audio
       | book soon.
        
       | anthk wrote:
       | Get Dungeon instead of Zork I-II-III, it's closer to the original
       | concept.
       | 
       | https://ifdb.org/viewgame?id=4gxk83ja4twckm6j
        
         | larsbrinkhoff wrote:
         | Get Zork instead of Dungeon. It's closer... it _is_ the
         | original concept.
        
           | anthk wrote:
           | Well, I can't argue with you. He He...
           | 
           | I mean... MIT Zork.
        
       | bink wrote:
       | So, what does a grue look like?
        
         | iainmerrick wrote:
         | Turns the lights off and you'll see.
        
           | II2II wrote:
           | That will only let you see the insides of a grue, and I
           | really don't have the patience to solve a maze puzzle to
           | escape the intestines of a grue to tell everyone what they
           | look like.
        
             | nick123567 wrote:
             | This comment section really needs a spoiler tag!
        
             | low_tech_love wrote:
             | You can see and also interact with some of them in
             | Sorcerer! (The sequel to Enchanter)
        
       | predictsoft wrote:
       | I once hacked Zork so you can see what the thief is doing
       | (swapped player character for thief) as if you were playing.
        
       | raldi wrote:
       | If you liked that, you might also like a deep dive I once did on
       | the _internals_ of the Zork maps:
       | 
       | https://www.reddit.com/r/raldi/comments/10dtch/i_spent_my_we...
        
         | Chant-I-CRW wrote:
         | I enjoyed your write-up, but what about the thief logic?
        
           | keyneus wrote:
           | If you're at all interested in digging through the Zork code
           | yourself, you no longer need to know Z-machine assembly: the
           | source code for most Infocom games was released/leaked a few
           | years back, and is available here:
           | https://github.com/historicalsource/
           | 
           | It's written in ZIL, which has a somewhat Lispy feel (for a
           | bit of background, see another post by Plotkin here:
           | http://blog.zarfhome.com/2019/04/what-is-zil-anyway.html).
           | Infocom's own internal documentation for ZIL is here: https:/
           | /archive.org/details/Learning_ZIL_Steven_Eric_Meretzk....
        
         | kramerger wrote:
         | Ah for Gods sake!
         | 
         | > "Unreviewed Content"
         | 
         | > View in the Reddit app to continue.
         | 
         | Nah, I'm good.
        
           | m463 wrote:
           | https://teddit.net/r/raldi/comments/10dtch/i_spent_my_weeken.
           | ..
        
           | [deleted]
        
           | spacemadness wrote:
           | Everyday I am thankful I am not an engineer working with a
           | product owner that pushes these annoying design patterns.
        
             | CamperBob2 wrote:
             | Absolutely. One of those things that many of us take for
             | granted, but shouldn't.
        
           | raldi wrote:
           | I've never seen that before, but I'm configured to use the
           | old UI. You can switch to it by changing "www" to "old" in
           | the URL.
        
             | thanatos519 wrote:
             | On mobile I use i.reddit.com which is the mobile web
             | equivalent to old.reddit.com
        
               | andrepd wrote:
               | I'm constantly amazed at how i.reddit.com still works.
               | I've been using it for at least 12 years.
        
               | marvin wrote:
               | A lot of people will leave reddit forever when they take
               | old and i down. Unsure if someone has understood this,
               | but I suspect so.
        
               | Bluecobra wrote:
               | I will be one of them. I stopped using Digg and switched
               | to Reddit when they redesigned their website. At least we
               | will still have HN to be bastion of simple design. (I
               | hope)
        
               | bailoon wrote:
               | I doubt it will be a lot of people since most redditors
               | use the app. But the few will cause a mighty ruckus and
               | rage, rage against the dying of the "old". Reddit
               | probably keeps old around because they don't want to deal
               | with the incessant whining. God I would hate to run a
               | social media platform.
        
               | Maursault wrote:
               | Reddit's conventional mobile interface is, much like
               | imgur's, entirely unusable, yet it also stands out as
               | astoundingly annoying. The mobile web is the only glaring
               | mistake that Steve Jobs made in allowing web developers
               | to irrevocably force an interface based on browser
               | detection rather than leaving the viewing choice to the
               | end user. But it's really controlling and OCD web
               | developers on a per site basis that are to blame.
        
               | tinus_hn wrote:
               | You can tell Safari to load the desktop version instead.
               | Unfortunately of course Javascript and the DOM allow
               | sites to know whether you're using a mobile device
               | anyway, by looking at the screen size. So that doesn't
               | always work.
               | 
               | But to blame those antipatterns on Steve Jobs makes no
               | sense.
        
               | consumer451 wrote:
               | sh.reddit.com also works nicely on mobile, but you cannot
               | sign-in. For me, it has less bugs than i., which will not
               | load many images and also screws up pagination pretty
               | often.
               | 
               | example: https://sh.reddit.com/r/raldi/comments/10dtch/i_
               | spent_my_wee...
        
           | TEP_Kim_Il_Sung wrote:
           | https://old.reddit.com/r/raldi/comments/10dtch/i_spent_my_we.
           | ..
           | 
           | Loads fine.
        
       | roboben wrote:
       | Where can I play this game? It's probably available online in-
       | browser?
       | 
       | Also would love to see what ChatGPT would output if asked to
       | describe a map or give instructions to draw.
        
         | markx2 wrote:
         | One place is
         | https://textadventures.co.uk/games/view/5zyoqrsugeopel3ffhz_...
        
           | moffkalast wrote:
           | > There is a small mailbox here.
           | 
           | > A rubber mat saying 'Welcome to Zork!' lies by the door.
           | 
           | > check mailbox
           | 
           | > That's not a verb I recognise.
           | 
           | Ok yeah this thing could use some more NLP support.
        
             | anthk wrote:
             | Edit Dungeon/Zorks' Z-machine source code (zdungeon) to
             | define new verbs.
             | 
             | http://www.penguincentral.com/retrocomputing/zdungeon/
             | 
             | Inform6+Inform6 lib:
             | 
             | http://jxself.org/git/inform
             | http://jxself.org/git/informlib
             | 
             | Inform's Begginer's Guide:
             | 
             | https://rinform.org/docs/IBG.pdf
             | 
             | The advanced one, for advanced Inform programmers:
             | 
             | https://inform-fiction.org/manual/DM4.pdf
             | 
             | EDIT: I found no source for the ZDungeon port of it, but
             | you can get the C version:
             | 
             | https://github.com/devshane/zork
        
               | moffkalast wrote:
               | You'll likely always be behind the curve with that kind
               | of basic approach I think, wouldn't it make more sense to
               | retrain a transformer to map all possible inputs to the
               | few possible actions?
        
               | anthk wrote:
               | Inform6 it's very powerful. You define the actions
               | objects, and it does it very well by default. Objects
               | have atributes (openable, stackable, decoration...lots of
               | them) and you can even set the library messages on these
               | actions after being done (or before).
        
               | egypturnash wrote:
               | _Zork_ was originally written in 1977 on a PDP-10, which
               | had a ceiling of about one megabyte of memory; it was
               | ported to microcomputers in three parts from 1980-1982,
               | and had to fit into about 48k of RAM and 85-170k of disc
               | space.
               | 
               | It is approximately forty-five years old. The curve has
               | long since moved on.
        
             | ncr100 wrote:
             | For a moment I hoped you were offering these prompts on HN,
             | and would run a game of Zork via a comment thread.
        
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