Series
Zork
3 games, 1980–1983.
Games
Interactive: timeline (needs JavaScript)
The series by yearMechanics
A marked cell changed from the game before. “Uses” means the game has the mechanic, with no variant recorded yet.
Every claim, by mechanic and game
| Concept | Zork I 1980 |
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| Hit chance | - Zork I's ZIL source sets the player's fighting strength at 2 + score ÷ 70, rounded down (computed from 2 + score ÷ (350 ÷ (7 − 2))), from 2 at no points to 7 at 350, plus a wound modifier that is 0 when unhurt. A villain's strength is its STRENGTH: 2 for the troll and 5 for the thief. Attacked with its bane, the sword for the troll and the nasty knife for the thief, a villain counts 1 less, but no less than 1; a thief engrossed in a treasure counts at most 2. Code
- In Zork I's ZIL source each blow, by the player or a villain, reads 9 entries of a result table picked by the defender's strength, and a roll of 1–9 picks one. A defender of strength 1 uses DEF1, starting 0, 1, or 2 entries in for an attacker of strength 1, 2, or 3 and up. A defender of 2 uses DEF2A for an attacker of 1, or DEF2B starting 0, 1, or 2 entries in for 2, 3, or 4 and up. A defender of 3 or more uses the attacker's strength less the defender's, clamped to −2..2: DEF3A starting 0 or 1 entries in for −2 or −1, DEF3B likewise for 0 or 1, and DEF3C for 2. The results are miss, stagger, light wound, serious wound, knockout, and kill; the DEF3 tables hold no knockout or kill, and an unarmed or unconscious villain dies to the player's blow outright. Code
- Computed from Zork I's ZIL source: at 0 points the player's strength is 2. Swinging the sword at the unhurt troll (2, less 1 for the sword) reads DEF1 from its second entry, so a blow misses 3 times in 9, staggers 2, knocks out 2, and kills 2. Swinging the nasty knife at the thief when he isn't engrossed (5, less 1) reads DEF3A from its start: 5 misses, 2 staggers, and 2 light wounds, and no kill. Code
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| Inventory limit | |
| Light-source timer | - In Zork I's ZIL source the brass lantern's timer starts at 200 and runs only while the lamp is on: turning it on enables the I-LANTERN event and turning it off disables it. The clock counts it down once per parsed command other than the verbs
TELL, BRIEF, SUPER-BRIEF, VERBOSE, SAVE, VERSION, QUIT, RESTART, SCORE, SCRIPT, UNSCRIPT, and RESTORE. Each time it runs out, the lamp table sets the next wait, 100, then 70, then 15, and prints “The lamp appears a bit dimmer.”, “The lamp is definitely dimmer now.”, and “The lamp is nearly out.” if the lamp is held or in the room. After the 15 the lamp burns out for good, 385 lit turns in all (computed). Code
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| Text parser | |
| Treasure score | |