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The Visible Zorker: Zork 1
- Joe_Cool 5mo agoThis is neat. Z-machine internals without needing to run a debugger.
- ghaff 5mo agoVery cool. Did a very little testing for Infocom back in the day and knew a lot of the folks involved.
- projektfu 5mo agoIt seems to often make it hard to get back where you were, like you go west and then east and end up in a different place. I don't know enough about z-machines to tell why.
- conexions 5mo agoPerhaps you could try making a map.
- sllabres 5mo agoOr in this case; just click on "map"
- pdw 5mo agoNothing to do with the VM. The game was designed that way, navigation is part of the puzzle.
- anthk 5mo agoNot ZMachine related, not even with Inform6, where n_to, s_to and w_to e_to are pretty much self-explanatory. It's just that Dungeon/Zork/Zork-I-II-III were made that way.
- II2II 5mo agoIt has been a while since I've played interactive fiction, so I can't make a specific suggestion, but modern games seem to be better at keeping the directions consistent (or at least providing clues when they are not). As others have noted, older games broke directionality to serve as puzzles -- failing to acknowledge that some people have a sense of direction while following twisty paths! Newer games also tend to follow some quality of life rules in their design, things like avoiding arbitrary deaths and avoiding situations where the player cannot progress because they missed something earlier in the game.
- anthk 5mo ago>Modern Anything Non-Zork. Even Adventure from Don Woods was half-consistent in some places. But having an "odd" geometry matched perfectly the environment of a cave.
- WorldMaker 5mo agoThis was never a technical oddity. This was generally a tool of verisimilitude: the real world isn't built on a clean square grid. You might have a diagonal hallway or a road that curves or a passageway between two "rooms" with a strange incline. On the one hand, you could encode the hallway itself or the road curve or the passageway as their own weird segments in the grid. But then maybe you bog the player down in a lot of liminal spaces that don't really add much to the game. On the other hand, you could ask the player to bring or build their own map and pay attention to descriptive text like "to the north is a passage that seems to bend to the east" or far more subtle variations of such. Zork and many other IF games were built on the premise that people would map things and getting lost or confused by grid breaks was part of the fun. (Going back to, as neighboring comments point out, the original Adventure which was modeling caves and caves have always had strange three-dimensional twistiness that doesn't fit a square grid. Part of the fun was discovering that disconnect between the game mechanics using square grid compass terminology and the digraph of the game spaces being more confusing than that.)
- projektfu 5mo agoIt makes sense then. I haven't played zork for over 35 years. The last couple infocom games I played (Hitchhikers, LGOP) had more regular geometries, in my memory.
- WorldMaker 5mo agoOh yeah, Zork itself especially is meant to be a weird place and the geometry intentionally silly at times. Some of the geometry was built to be logic puzzles for fellow MIT students. It's impressive it was ever commercialized, much less successful enough that we are still talking about it today.
- inanutshellus 5mo agoDon't imagine a grid. Instead imagine that "GO EAST" takes you onto a winding road. The road arcs southward and to go back you'd have to "GO NORTH". Further... some travels in Zork even drop you through a hole (though I forget if it tells you so). So going East might put you in the basement and there's no way to climb back up.
- raffael_de 5mo agoWould Inform 6 nowadays be still the language of choice for developing text based games like Zork? Or even a reasonable choice for that matter?
- dwheeler 5mo agoI think Inform 7 is pretty cool. I suggest checking in to that as well.
- rmunn 5mo agoInform 7 source code, at first glance, looks like plain English. It makes you start to wonder whether Inform 7 is actually an LLM and not a compiler. Then as you look at more code, you quickly start to see the structure of the language, and realize that it is indeed a programming language merely structured to look like English at first glance. But it's very cool that you can do things like this (example from the Inform 7 documentation): Definition: a room is neighboring if the number of moves from it to the location is 1. Every turn: if a random chance of 1 in 2 succeeds: let current location be the location of the lurking critter; let next location be a random room which is adjacent to the current location; if the lurking critter is visible: say "The critter [one of]slouches[or]slithers[or]shambles[or]lurches[at random] away."; move the lurking critter to next location; if the lurking critter is visible: say "A critter [one of]oozes[or]staggers[or]ambles[or]creeps[at random] into the room."; [Whether or not the critter has moved, we need to adjust the sword-glow, because the player may have moved.] if the lurking critter is in the location: adjust sword-glow to glowing brightly; otherwise if the lurking critter is in a neighboring room: adjust sword-glow to glowing faintly; otherwise: adjust sword-glow to glowless. This snippet omits the definition of "the lurking critter" (a standard NPC) and the sword (a standard object with a custom defined method called "adjust sword-glow to"), but it should give you a good idea of what Inform 7 source code looks like. (Inform 6 looked much more like a traditional programming language).
- iansteyn 5mo agoThis is very neat! Been wondering what people would do with the Zork code now that it is open source [1]. [1]: https://opensource.microsoft.com/blog/2025/11/20/preserving-code-that-shaped-generations-zork-i-ii-and-iii-go-open-source/ https://opensource.microsoft.com/blog/2025/11/20/preserving-...
- bzzzt 5mo agoNice. Like watching clockwork internals. Came across a similar engine for another text based adventure a while ago: https://github.com/efa/Wilderland https://github.com/efa/Wilderland
- WorldMaker 5mo agoIt was impressed on me in college how much the MOS 6502 is sort of a fascinating line in the sand for a "clockwork computer". You can visualize all of the 6502 registers and all of its easily addressable RAM in a bitmap you can see on a modern screen and its general clock speeds were so much more relatively close to human scale so you could watch such a visualization compute in (near) real-time. I remember building my own mini-6502 debugger of my own for an assignment I was having difficulty debugging on the breadboarded hardware in our lab (and also to save me from having to spend all of my waking hours in that lab). I want to say it was in something stupid like PHP at the time, but it was just a quick and dirty hacked together thing I did in like an hour during a lecture for a different class. I've seen some really cool projects on HN of people building visual/visible 6502 boards. LEDs have gotten so cheap and the 6502 is so easy to replicate in FPGA and other hardware spaces that you can build real neat 6502 computers. Which I think the original homebrew computer club hackers would still respect all these years later. (The 6502 fueled the original home computer revolution and was in so many machines, from the Apple II to the Commodore 64 to the NES and more. It was such a key workhorse chip.) I'm still glad I had a lab course on the 6502 in my college education. (The follow up one with the Motorola 68k was maybe less successful, and mostly taught us why the 68k is the last real breadboardable CPU in so many ways including the way that it frequently burned through breadboards and made most debugging a hardware issue.)