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Released: 1989

Publisher:

 

 

Platforms:

Zork Zero, though the ninth and final game in the series before Infocom was suttered, is a prequel to Zork I.  Unlike its predecessors, Zork Zero is a vast game, featuring a graphical interface with scene-based colours and borders, an interactive map, menus, an in-game hints system, an interactive Encyclopedia Frobozzica, and playable graphical mini-games.

 

The game begins with a brief prelude in which the player is a humble servant in Lord Dimwit's scullery. Present when Megaboz appears and casts his fateful curse, the player manages to grab a small piece of parchment left behind in the chaos.  94 years later, the strength of the counter-curse is rapidly fading. If the curse can't be lifted by Curse Day, the anniversary of Dimwit's death, the Empire will surely fall. The reigning monarch, Wurb Flathead, has sent out a call in desperation: anyone who can save the Empire will be given half its riches! Predictably, this results in an avalanche of crackpot treasure seekers, none of whom have any more luck than did the royal sorcerers.  The player, a descendant of the servant from the prelude, awakes on the floor of the castle armed only with the scrap of parchment. The only other person around is the court's jester, who alternately helps and opposes the player in the quest to lift the curse.

 

Zork Zero includes a mini-game to play Double Fanucci against the jester. Double Fanucci is a fictional card game mentioned throughout the Zork series.

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