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Topic: Tim Anderson (Zork)


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In the News (Fri 17 Feb 12)

  
  Zork
Zork was one of the first adventure games, after ADVENT / Colossal Cave.
The first version of Zork was written in 1977–1979 on a DEC PDP-10 computer by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling, and implemented in the MDL programming language.
Zork, like the other Infocom games, distinguished itself in its genre as an especially rich text adventure, both in terms of the quality of the storytelling, as well as the sophistication (at the time) of its text parser.
www.teachtime.com /en/wikipedia/z/zo/zork.html   (461 words)

  
 Zork - Wikipedia
The first version of Zork was written 1977-1979 on a PDP-10 computer by Tim Anderson[?], Marc Blank[?], Bruce Daniels[?], and Dave Lebling[?] in a programming language called MDL[?].
The company Personal Software[?] produced a version of Zork I (about the first third of the original Zork) for the Apple II and TRS-80 personal computers in 1980.
Zork and its relatives fit into a category known as interactive fiction.
wikipedia.findthelinks.com /zo/Zork.html   (293 words)

  
 Zork - GameWiki   (Site not responding. Last check: 2007-10-22)
Zork can run on modern Z-machine interpreters, as well as the older models it was made for originally.
Zork, one of the first works of interactive fiction (a form of adventure game), was an early descendant of ADVENT (also known as Colossal Cave).
Zork distinguished itself in its genre as an especially rich game, in terms of both the quality of the storytelling and the sophistication of its text parser, which was not limited to simple verb-noun commands ("hit grue"), but understood full sentences ("hit the grue with the sword").
gamewiki.info /wiki/Zork   (554 words)

  
 The Essential 50 Part 7 -- Zork from 1UP.com   (Site not responding. Last check: 2007-10-22)
Zork's "parser" -- the heart of any interactive fiction game, the software that translates the user's text inputs into actions -- was rewritten more than 50 times, adding a bigger vocabulary to the interface and a better understanding of more complex grammar.
Zork I was just what could be crammed into a microcomputer's memory at the time.
Zork didn't tell much of a story, at least until the sequels arrived later, but it had the beginnings of one -- simple characters, a clearly-defined setting, challenges to overcome, a goal to reach at the end.
www.1up.com /do/feature?cId=3133876   (1705 words)

  
 Zork
Zork was one of the first interactive fiction computer games and an early descendent of ADVENTURE (also known as Colossal Cave).
Zork is set in a sprawling underground labyrinth which occupies a portion of the "Great Underground Empire".
Zork distinguished itself in its genre as an especially rich game, in terms of both the quality of the storytelling and the sophistication of its text parser, which was not limited to simple verb-noun commands ("hit grue"), but understood full sentences ("hit the grue with the Elvish sword").
www.sfcrowsnest.com /scifinder/a/Zork.php   (1172 words)

  
 Zork
The original Zork game was written at the Programming Technology Division of the MIT Laboratory for Computer Science by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling starting in June 1977.
Zork Nemesis was strongly influenced by Myst and is very different from the other Zork games.
From Zork Zero on, the games usually came out on the Mac pretty soon after they came out on the PC, except the last one, Zork Grand Inquisitor, which was released in late 2001, with far higher system requirements (G3 233MHz vs. Pentium 90/166).
members.chello.at /theodor.lauppert/games/zork.htm   (1046 words)

  
 The History of Zork
"Zork" was a nonsense word floating around; it was usually a verb, as in "zork the fweep," and may have been derived from "zorch." ("Zorch" is another nonsense word implying total destruction.) We tended to name our programs with the word "zork" until they were ready to be installed on the system.
This became the section of Zork II with the Dungeon Master, and at the time was certainly the most involved, and hardest (as it should have been) thing in the game.
Zork II was offered to PS in April and licensed in June 1981, about the same time that Joel graduated and became Infocom's first salaried employee.
www.csd.uwo.ca /~pete/Infocom/Articles/NZT/zorkhist.html   (6333 words)

  
 MacGamer - Get In The Game   (Site not responding. Last check: 2007-10-22)
Zork GI's gameplay, based off of the Zork: Nemesis engine, is extremely intuitive and flexible with its Z-Vision technology that provides gamers with a 360-degree perspective of the gaming environment.
Zork fans will recognize the phonetically goofy spell namesas you start out with three spells: voxam, which seperates the energies of different magics, rezrov, which unlocks doors, and igram, which turns purple things invisible.
The Empire in Zork: GI is distinctively mechanical and functionally backwards as cogs and sprockets work together to create the divine nothing which reflects the comically inffectual rule of Yannick.
www.macgamer.com /features/publish.php?id=434   (1828 words)

  
 Zork - GameInnovation   (Site not responding. Last check: 2007-10-22)
Zork is probably the most famous of all the text adventures (interactive fiction computer games) released by Infocom.
The original Zork game was developed on the DEC PDP-10 between 1977 and 1979, then subsequently broken down into three instalments (Zork I-III) for wider release when the programmers founded the Infocom company in 1979.
The Z-Machine (Z for Zork) was a virtual machine developed by Infocom that allowed games to be built with a set of story files, which could then be compiled with any Z-Machine to create the game.
www.gameinnovation.org /index.php/Zork   (278 words)

  
 Tim Anderson - Wikipedia, the free encyclopedia
Tim Anderson (Ananda Marga Three), one of the men convicted (and later pardoned) for the 1978 Hilton Bombing
Tim Anderson (football), a football player who currently plays for the Buffalo Bills
Tino Tim Anderson, a professional wrestler active in the 1960s
en.wikipedia.org /wiki/Tim_Anderson   (136 words)

  
 fUSION Anomaly. Zork
The members of this group (Marc Blank, Dave Lebling, Tim Anderson abd Bruce Daniels) began developing an interactive fiction game (at this stage a text-only game) and lo and behold, in June 1977, "Dungeon" was born.
Zork Zero: The Revenge of Megaboz also attempted to sift through the previous ten years of the Zork games, and tie up all those loose ends and open questions that never seemed to have a concrete answer such as the origin of the white house with the boarded front door.
Perhaps it should be noted that the two recent Zork games (RTZ and ZN) were not largely embraced by diehard Zork fans, who felt that the true essence of the Zork legends could only ever be contained in the original Infocom Zork Trilogy.
fusionanomaly.net /zork.html   (913 words)

  
 Zork and the Future of Computerized Fantasy Simulations   (Site not responding. Last check: 2007-10-22)
Zork “understands” a useful subset of English (mostly imperative sentences), including sentences as complex as “Put all of the books but the green one under the rug.” The Zork vocabulary is over 600 words and includes 100 verbs.
Every object in Zork has a pointer to its location (which may be to “nowhere”), which is its parent; a pointer to the next object in the same location, which is its sibling; and a pointer to its first contents, which is its first child.
Zork is already constricted by the size of today’s microprocessors (it was large even on the PDP-10), but the new generations of 16- and 32-bit machines offer the opportunity of enormous further growth.
www.tela.bc.ca /tads/authoring/articles/cfs.html   (3509 words)

  
 GameSpy.com - Hall of Fame
Enter a group of MIT students (Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling) who start tinkering with some code in their spare time.
Zork wasn't supposed to be their first product, but they began tinkering with the idea of bringing their dungeon-crawl to more people, specifically the issue of how to get Zork to run on something cheaper than the $400,000 mainframes it was designed on.
Zork II and Zork III followed, and Infocom reigned as the kings of the text adventure throughout the genre's lifespan.
archive.gamespy.com /legacy/halloffame/zork_b.shtm   (719 words)

  
 Game Trivia for Zork: The Great Underground Empire
The demand for Zork maps, tips and, eventually, memorabilia for game enthusiasts and veterans, led Mike Dornbrook (Infocom's first product tester, hired to debug Zork) to establish a service that provided (in the beginning, personalised, type-written) hints and maps to would-be adventurers of the Great Underground Empire.
In September 1981, the organization was formalised as the Zork User's Group (run out of his parents' Milwaukee basement), and their product line expanded to include buttons, bumper stickers, posters, t-shirts and a Zorkian newsletter...
Zork was born on the mainframes of MIT in 1977, and saw its first commercial release on the TRS-80, under the Personal Software (releasers of VisiCalc) label in 1979.
www.mobygames.com /game/amiga/zork-the-great-underground-empire/trivia   (1091 words)

  
 Welcome to Just Adventure +
The descriptions of the locations and objects in Zork II are superior to those in Zork I. The puzzles are also of higher quality, although they are also significantly harder than the previous game's puzzles as well.
Zork III is still a great endpoint for the multi-game exploration of the underground, and it should definitely be played, if just for the sake of being completist.
Zork I, II, III Downloads: The three original Zork adventures, as well as a recently released new adventure (The Undiscovered Underground) can be downloaded from this page.
www.justadventure.com /articles/JustASCII/04--Zorks/04.shtm   (1268 words)

  
 BBC - h2g2 - Zork - the Computer Game
Zork became the first game come out with the Infocom label, since it was already a game would easily fit onto the truly floppy floppy disks of the time.
Zork One was practically taken entirely from the Mainframe version; Zork Two had new parts added; and Zork Three was mostly new territory, using some puzzles similar to those from the original Mainframe Zork.
Zork Zero goes farther with adding colour to the game than Beyond Zork did, and includes a border on the screen which changes depending on where you were, simple pictures, and a few graphical puzzles which you could use a mouse to solve.
www.bbc.co.uk /dna/h2g2/A593228   (8510 words)

  
 Dave Lebling - Interview - Adventure Classic Gaming - ACG - Adventure Games, Interactive Fiction Games - Reviews, ...
The original mainframe version of Zork was coauthored by Marc Blank, Bruce K. Daniels, Tim Anderson, and you.
As Zork grew bigger, the major impediment was that Muddle had a limited address space, laughable by today’s standards, of about a megabyte (256K 36-bit words).
The widely distributed Fortran version of Zork was written during the period when the game was called Dungeon, which is why that version is often called Dungeon.
www.adventureclassicgaming.com /index.php/site/interviews/171   (3855 words)

  
 de Zork Zork running on a modern...
de:Zork Zork, running on a modern interpreter "Zork", one of the first works of interactive fiction (a form of adventure game), was an early descendent of ADVENT (also known as Colossal Cave).
"Zork" 's original programmers eventually founded Infocom, which released versions of "Zork" for most popular computers of the era, including as the Commodore 64, the Atari 8-bit family, and the IBM PC, among others.
It distinguished itself in its genre as an especially rich game, both in terms of the quality of the storytelling, as well as the sophistication of its text parser, which was not limited to simple verb-noun commands ("hit grue"), but understood full sentences ("hit the grue with the sword").
www.geodatabase.de /Zork   (428 words)

  
 Games - Zork II: The Wizard of Frobozz   (Site not responding. Last check: 2007-10-22)
Zork II: The Wizard of Frobozz is an interactive fiction computer game published by Infocom in 1981.
It was written by Marc Blank, Dave Lebling, Bruce Daniels and Tim Anderson.
It is the second game in the immensely popular Zork trilogy and was released for a wide range of computer systems.
www.danmoe.com /zork2.html   (93 words)

  
 Timeline
On July 22, Infocom is founded by ten members of the MIT Dynamic Modeling Group (Tim Anderson, Joel Berez, Marc Blank, Mike Broos, Scott Cutler, Stu Galley, Dave Lebling, J. Licklider, Chris Reeve, Al Vezza).
Zork and finally find one in Personal Software (also known as Visicorp, the makers of VisiCalc, the first spreadsheet program for PCs).
Return to Zork, the first in a series of graphical games set in the same world as the original Zork games from Infocom.
www.if-legends.org /~adventure/timeline.html   (1023 words)

  
 php Zork!: review, discussion, hints, tips and walkthrough at Jay is Games
Zork is a text adventure, which is a form of interactive fiction, like a cross between a novel and an RPG with some escape-the-room type puzzles thrown in.
In the case of Zork, it was one of the first text adventures and even spawned several sequels.
And now, many years later, the first game of the Zork series has been ported to PHP for your gaming pleasure by someone who goes by kodrik over at thcnet.net.
jayisgames.com /archives/2006/01/php_zork.php   (1886 words)

  
 Zork - IFWiki   (Site not responding. Last check: 2007-10-22)
Zork I: The Great Underground Empire (Tim Anderson, Marc Blank, Dave Lebling, Bruce Daniels, publisher: Infocom; 1980; Z-code).
Zork II: The Wizard of Frobozz (Tim Anderson, Marc Blank, Dave Lebling, Bruce Daniels, publisher: Infocom; 1981; Z-code).
Zork III: The Dungeon Master (Tim Anderson, Marc Blank, Dave Lebling, Bruce Daniels, publisher: Infocom; 1982; Z-code).
www.ifwiki.org /index.php/Zork   (129 words)

  
 Virtual PC Guy's WebLog : 'ZORK I: The Great Underground Empire' under Virtual PC
'ZORK I: The Great Underground Empire' under Virtual PC Zork would have to be one of the all time greatest text adventure games.
One of the greatest things about the Zork series is that it is based on the Zork books - which themselves are 'interactive fiction' - in that you get to make decisions as you read that affect the outcome of the story.
Dave Lebling wrote a command parser, and, while he was on vacation, Marc Blank, Bruce Daniels, and Tim Anderson wrote an early incomplete version of Zork, that later evolved into the three games commercially released by Infocom.
blogs.msdn.com /Virtual_PC_Guy/archive/2005/03/11/394371.aspx   (446 words)

  
 EXEC INFOCOM: Adventures in Excellence
Zork was a nonsense word used around the lab at the time as an exclamation--like, 'Zork, look at that!' The name stuck.
Blank suggested that Zork was certainly marketable, and, according to Joel, "Marc and I kicked around the idea of putting Zork out commercially; we designed a machine-independent language for games that summer." Berez, at that time, was in the Sloane Management School at MIT earning his business degree.
Zork I is two-thirds from the original and one-third brand-new, Zork II is half and half, and the just-released Zork III is one-third old and two-thirds new.
www.csd.uwo.ca /Infocom/Articles/softalk.html   (3633 words)

  
 Zork   (Site not responding. Last check: 2007-10-22)
Infocom was started and in 1980, Zork: The Great Underground Empire Parts I and II were released.
These first two Zork games were an instant hit and sold 1m units across all platforms.
When Return to Zork was released by Activision many years after the original as an “interactive movie” it showed how badly the techniques of film and TV translated to computers.
www.stibbe.net /History/Games_Speech/Zork.htm   (314 words)

  
 Richard A. Bartle: Zork and the Future of Computerized Fantasy Simulations
If you are interested in playing Zork: The Great Underground Empire, Part I, the game is distributed by Personal Software, 1330 Bordeaux Dr, Sunnyvale CA 94086 on foppy disk for Apple II and TRS-80 computers.
Zork games are produced by Infocom Inc, POB 120, Kendall Sta, Cambridge MA 02142.
If the meaning is not obvious, the player is asked to clarify, and the new input is added to the old to produce a complete sentence.
www.mud.co.uk /richard/zorkfcfs.htm   (3309 words)

  
 The Dot Eaters - Player4 Stage1 - Classic Video Game History
The final puzzle is added to Zork in 1979, and as the game hits the one megabyte size wall the final mainframe update is made in 1981.
There are ten Zork games produced in total, and Infocom goes on to become one of the biggest computer game companies in the industry, making over 35 games for every mentionable personal computer platform.
While Zork is sitting on a mainframe at MIT in 1977, systems programmer Scott Adams (not the Dilbert creator) is an avid fan of mainframe interactive fiction such as Crowther and Wood's Adventure, and is convinced that text adventures can make the jump to the limited memories of microcomputers.
www.emuunlim.com /doteaters/play4sta1.htm   (1441 words)

  
 The Escapist - The Short, Happy Life of Infocom
So, in 1977, four MIT students - Marc Blank, Tim Anderson, Dave Lebling and Bruce Daniels - decided to make their own game in Adventure's image.
The new game, which they named Zork, appeared on the school's mainframe in 1979, where anyone who had access could play.
Shortly after Zork's publication, a few MIT computer science students - including Zork's writers - decided that they wanted to work together outside a stuffy university setting.
www.escapistmagazine.com /issue/55/20   (312 words)

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