https://if50.substack.com/p/1977-zork
Zork
a.k.a Dungeon
by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling
First Appeared: late June 1977
First Commercial Release: December 1980
Language: MDL
Platform: PDP-10Opening Text:
You are in an open field west of a big white house, with a boarded front door. There is a small mailbox here.
If Adventure had introduced hackers to an intriguing new genre of immersive text game, Zork was what brought it to the public at large. In the early 1980s, as the personal computer revolution reached into more and more homes, a Zork disk was a must-buy for first-time computer owners. By 1982 it had become the industry's bestselling game. In 1983, it sold even more copies. Playboy covered it; so did Time, and American astronaut Sally Ride was reportedly obsessed with it. In 1984 it was still topping sales charts, beating out much newer games including its own sequels. At the end of 1985 it was still outselling any other game for the Apple II, half a decade after its first release on the platform, and had become the bestselling title of all time on many other systems besides.
Its creation can be traced to a heady Friday in May 1977 on the MIT campus in Cambridge, Massachusetts. It was the last day of finals week, and summer was kicking off with a bang for the school's cohort of tech-obsessed engineers: a new movie called Star Wars opened that day in theaters, the groundbreaking Apple II had just been released, and Adventure was exploding across the terminals of computer labs nationwide, thousands of students having no further distractions, at last, to keep them from solving it.
Among those obsessive players were four friends at a campus research lab, the Dynamic Modeling Group. Within two weeks they'd solved Adventure, squeezing every last point from it through meticulous play and, eventually, the surgical deployment of a machine-language debugger. Once the game was definitively solved, they immediately hatched plans to make something better. Not just to prove the superiority of their school's coding prowess over Don Woods at Stanford—though that was undoubtedly part of it—nor simply because many were dragging their feet on graduating or finding jobs, and a challenging new distraction seemed immensely appealing—though that was part of it too. But the most important factor was that Adventure had been so incredibly fun and, regrettably, there wasn't any more of it. "It was like reading a Sherlock Holmes story," one player recalled, "and you wanted to read another one of them immediately. Only there wasn't one, because nobody had written it."
Jargon File entry on Zork.
(Score: 1) by jman on Saturday February 20 2021, @12:25PM
At the time, the station where I was posted (we didn't have an active flight line, so weren't a "base") was where all software for the Air Force was written. I was an operator on the graveyard shift, and after spending a couple hours loading cards into the various mainframes on the floor, we didn't have a lot to do for awhile. Coffee and playing spades only went so far.
The two Univac 1050's on the floor, upon which the inventory system for USAF was written, only had 4K of memory! You couldn't even compile the whole program at once. Do a bit, dump to tape, rinse, repeat, eventually link all the bits together.
The PDP sat near the tape library (some 25,000 reels at 1600 BPI., a whole room containing a whopping terabyte of storage that can now fit on a single nVME stick), but its terminal was downstairs in the global support center.
Didn't ever finish the game, though. Still don't like making maps, and having to remember the IP address to log in and start playing was a pain.