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Return to Zork

From Wikipedia, the free encyclopedia

Return to Zork
Return to Zork game box cover
Developer(s) Infocom
Publisher(s) Activision
Engine MADE
Release date(s) August 20, 1993
Genre(s) Adventure game
Mode(s) Single player
Platform(s) 3DO, Apple Macintosh, DOS
Media 12 3½" floppy disks or 1 CD
System requirements 386 or above; DOS 5.0 or higher; Sound Blaster, Pro Audio Spectrum, Tandy DAC, Disney Sound Source, Roland MT-32, AdLib, or Adlib Gold compatible sound card; VGA video card; 580–600KB RAM; 23MB hard disk space.
For CD-ROM version: 42MB hard disk space; 2X CD-ROM drive.
Input keyboard and mouse

Return to Zork is a 1993 adventure game in the Zork series for the PC and Apple Macintosh. It was developed by Activision and was the final Zork game to be published under the Infocom label.

Contents

[edit] Gameplay

A Return to Zork screenshot, showcasing the additional fuctionality
Enlarge
A Return to Zork screenshot, showcasing the additional fuctionality

Unlike the previous games in the Zork franchise, which were text adventures, Return to Zork takes place from a first-person perspective and makes use of video-captured actors as well as detailed graphics; a point-and-click interface replaced the text parser for the first time in a Zork game. The overall gameplay style was somewhat similar to Myst, although Return to Zork predated Myst by a few months. Unlike Myst, which had no extraspatial dimensions of functionality, Return to Zork featured multiple ways of interacting with each object in the game world, as well as with several non-player characters also present in the world via a menu which appeared on the left side of the screen.

Among the actors who appeared in the game were a number of instantly recognizable (by face, if not necessarily by name) character actors as well as a number of well-known younger actors: Robyn Lively of Twin Peaks as "The Fairy", Jason Hervey of The Wonder Years as "The Troll King", and Sam J. Jones from the 1980 film Flash Gordon as "The Blind Bowman". This added to the appeal of the game.

[edit] Plot

The player's character is a sweepstakes winner who wins an all expenses paid holiday to the Valley of the Sparrows, in Zork. Upon arrival, however, the player quickly learns that the entire area has fallen under some dark and sinister influence, becoming decayed and dysfunctional. Whole buildings have mysteriously vanished, murderous vultures infest the land, people have frequent and disturbing nightmares featuring some dark being which refers to itself as Morpheus, and many of those who have survived have become reclusive and paranoid. The player must survive countless perils whilst exploring the valley, investigating the causes of the powers that have gripped the land and ultimately putting a stop to them.

[edit] Notes

The Wizard Trembyle, inside a Tele-Orb
Enlarge
The Wizard Trembyle, inside a Tele-Orb

The game was packaged with an abridged version of the Encyclopedia Frobozzica, which also served as the game manual and assisted in the game's copy protection scheme. (At various points during play, the player had to provide information from the Encyclopedia, although the information was widely-known trivia from the Zork canon.)

Throughout the game, the player could take photographs of the environment with a camera and record significant information with a tape recorder. The game also automatically generated a map as the player progressed, and took notes in a notebook as the plot unfolded through dialogue or events in the game.


Return to Zork is set in the year 1647 GUE, later than any other game in the ficticious history of Zork.

The video introduction features a 3D animation, and the very first lines of text, of the famous opening scene of Zork 1, featuring the now notorious White House and Mailbox.

Unlike earlier text-adventure games by Infocom, violence against innocent bystanders is possible. It is possible to kill several of the game's civilian non-player characters, where as in every other Infocom or Zork game, such actions are either impossible to accomplish or immediately punished by death. Killing causes a masked vigilante to steal all the player's items, with the intention of rendering the game unwinnable. It is worth noting, however, that dropping all of one's items prior to leaving circumvents this effect; the items will still be there after the vigilante comes and goes.

As in the Zork text-adventure games, there are several ways to make the game "unwinnable" by using or altering an object or item in an unintended manner. For instance, burning many items with the matches will usually result in an unsolvable game. The most commonly cited example of this occurs with the bonding plant by the side of the road near the beginning of the game. Although the plant is essential later on, it is very easy to unintentionally kill it, and the game gives no indication that the plant is at all important. (It is in fact possible to obtain a new one, although the secret is well-hidden and arguably makes little sense even after it is accomplished, a criticism that is often levelled at many of the game's puzzles.)

Game bugs made some of the puzzles harder - or more specifically, it stopped the game from providing the hints that would make the puzzles easier. A patch was released that fixed these bugs, however the patch also made the game unable to be finished due to another bug it introduced.

[edit] External links

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