Talk:Return to Zork

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Conversions[edit]

The platforms listed here and on mobygames seem to be bollocks, at least I can not think of Return to Zork running on an Apple II and I found no mention besides versions for Macintosh and MS-DOS on the interwebs. Does anyone have a reliable source for any conversions? -- Darklock 13:29, 27 April 2007 (UTC)[reply]

Correct. Mac and DOS were it. There was no Apple II version. I worked on the game, so this unfortunately can't be cited ("original research"). —Preceding unsigned comment added by 71.219.24.101 (talk) 07:32, 16 June 2008 (UTC)[reply]

This can be cited from an interview I did with Mark Long, the game designer, who is the co-founder/owner of Zombie Studios which produces popular PC, Xbox, and Playstation games to this day. There was a Mac and Windows 95/98/ME version, not DOS, since it was the fore-runner of the 3D graphic adventure game, beating out Myst to the market by almost a half-year. The Windows 9x/ME version can be played on Windows XP SP1-3 using the property "Windows 98 compatibility mode" and "256-bit graphics mode" for the executable. WinkJunior (talk) 23:39, 30 September 2011 (UTC)[reply]

The [official and legit] CD of Return to Zork I have is very much a DOS-based game, released in 1993. Release number 1004RV, and marked "IBM and 100% Compatibles", which in those days was almost invariably a synomym for "requires MS-DOS or equivalent". I'm not sure where your Mark Long fellow is getting his information from; if there was a Win32 version of RtZ (I'm not actually saying there wasn't, either), it was obviously released much later. Incidentally, the DOS (and I think MAC) game files can also be used with Scumm VM, and I suppose that particular combination *could* be considered a "Win32 version" of RtZ, but that's probably stretching it a bit.


The weed is a poor example of an unwinnable action in the game. If it is damaged, you can destroy it and return to the mountain pass later on to dig out a new one. --AlphaEtaPi 16:45, 19 October 2005 (UTC)[reply]

Excellent point and spot-on - this should be updated. WinkJunior (talk) 23:39, 30 September 2011 (UTC)[reply]
I only found that out by reading a walkthrough recently - the first time I got to the Comedy Club and found I needed it, it had died long ago so I restarted... It was obscure to me, as I tended not to go round setting fire to stuff for fun (No, that's a lie - but not when I wanted to win)...
{{spoiler}}
The info was hidden deeply in the files at the Mayor's office (that bonding plants grow back when one is destroyed) if I remember correctly... Now, "obscure" was getting the keys from that drunken fool - I guessed the trick since I remembered Monkey Island 2 and the Near Grog (which I think this ripped off in that respect) but I never thought to ask him for them at a particular time.
There are at least three ways to get the keys, two of them being purposeful references to Island|Monkey Island 2 and Near Grog. WinkJunior (talk) 23:39, 30 September 2011 (UTC)[reply]
Also, on the subject of unwinnable situations, if you dropped all your belongings on the ground before you broke the rules (eg: killing a character, reading the letter etc), as long as the character served no further purpose you could still go on and complete the game - the wandering guy just took all your belongings which ordinarily would result in you being unable to complete the game. However, if you had dropped them already before you left the area and triggered him, you could just go back pick them up after he had ranted at you a bit and carry on. AFAIK, the 'path to victory' never actually became blocked in any literal sense... --Divinedegenerate 00:07, 11 June 2006 (UTC)[reply]
{{endspoiler}}

I'm friends with, have worked for, and interviewed the game designer, Mark Long of Zombie Studios, Seattle WA in 1999 about his work on Return To Zork, so I have added some of his game design philosophy, real historical references, and his motivation to avoid things in earlier text-adventures that he felt were "boring and annoying". I had never played the game until I interviewed him, and played the copy he gave me for three days w/little sleep to finish it the first time. WinkJunior (talk) 23:30, 30 September 2011 (UTC)[reply]

Notebook entry[edit]

Slightly off-topic, does anyone remember how to get this entry?

The Vultures: Vultures arrived in the Valley of the Sparrows and immediately began stealing.

I've got a detailed list of how each notebook entry ties in to the conversations in the game but I haven't figured that one out.--BigCow 19:42, 13 August 2006 (UTC)[reply]

A question[edit]

Why don't the sounds, voices and videos work on XP? Does it have anything to do with XP being NT-based instead of DOS-based? Unsigned Comment:—The preceding unsigned comment was added by 202.76.162.34 (talk)

It's probably a driver issue, I've gotten the voices to work on XP personally. A couple things you can try include using a program like VDMSound or Dosbox to emulate older drivers, which should make it work fine on XP.--BigCow 06:28, 17 August 2006 (UTC)[reply]
This is a page advising how to set it up under Windows XP, for me setting the sound driver to logictech, the music driver to pro audio spectrum, and running in vdmsound got it working perfectly.--BigCow 06:57, 17 August 2006 (UTC)[reply]

Fair use rationale for Image:Rtzscreenshot.jpg[edit]

Image:Rtzscreenshot.jpg is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.

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If there is other other fair use media, consider checking that you have specified the fair use rationale on the other images used on this page. Note that any fair use images uploaded after 4 May, 2006, and lacking such an explanation will be deleted one week after they have been uploaded, as described on criteria for speedy deletion. If you have any questions please ask them at the Media copyright questions page. Thank you.BetacommandBot 10:29, 6 June 2007 (UTC)[reply]

2nd Plant[edit]

The main page says: "Although the plant is essential later on, it is very easy to unintentionally kill it, and the game gives little indication that the plant is important. (It is in fact possible to obtain a new one, although the secret is well-hidden and arguably makes little sense even after it is accomplished, a criticism that is often levelled at many of the game's puzzles, despite being clearly documented in the game's major source of hints)" This needs a source, but I'm more interested in knowing where that second plant is than in improving the page. —Preceding unsigned comment added by Subcelestial (talkcontribs) 18:37, 8 May 2011 (UTC)[reply]

A new one will grow when the first one is destroyed (not only dead; destroyed, such as eaten or burnt) and some time has passed. Either at its original location at the Mountain Pass, but I also seem to remember a bonding plant growing right next to the shield under the Cliffs of Depression saying "Bonding plant required" - but don't quote me on that. --188.102.233.226 (talk) 16:12, 17 August 2011 (UTC)[reply]

Source[edit]